Commit Graph

248 Commits

Author SHA1 Message Date
Unknown W. Brackets
cd869d469d GPU: Ignore viewport for scissor of 481.
Assume it's still wrong in this case and take 480x272.  See #12746.
2020-05-21 11:37:36 -07:00
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
Unknown W. Brackets
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
Unknown W. Brackets
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
Unknown W. Brackets
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
Unknown W. Brackets
b79ecc159f GPU: Update postshader uniforms for each. 2020-05-16 12:04:36 -07:00
Unknown W. Brackets
192198ef3b GPU: Oops, don't skip copy if stride different.
Should've tested that change better, but wanted the mip level fix...
2020-05-14 18:45:06 -07:00
Unknown W. Brackets
8b4821bc05 Draw: Small optimization to callback.
This allows the callback to say "I didn't copy, please copy for me."  This
helps when additional conversions will be applied during the copy, or a
copy can be skipped.

Also, fixed a couple cases of the wrong mip level being used.
2020-05-13 20:30:24 -07:00
Unknown W. Brackets
7024a2877d GPU: Take A off RGB565 conversion funcs. 2020-05-13 18:17:58 -07:00
Unknown W. Brackets
22e46b51c2 GPU: Centralize DestroyAllFBOs().
This cleans up the postshader update code.
2020-05-13 18:15:04 -07:00
Unknown W. Brackets
03e3a935da GPU: Cleanup presentation flipping a bit. 2020-05-13 18:11:25 -07:00
Unknown W. Brackets
884a64b932 GPU: Cleanup skip buffer texture draws.
These will be used when a game does multiple transfers from RAM to the
screen, rather than one big one.  Wasn't clearing some state, though.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
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
Unknown W. Brackets
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
Unknown W. Brackets
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
Unknown W. Brackets
fa6544b737 GPU: Cleanup leftover postshader stuff. 2020-05-13 18:10:09 -07:00
Unknown W. Brackets
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
Unknown W. Brackets
0b26eaaa7a GPU: Move a bit more to new display approach. 2020-05-13 18:07:25 -07:00
Unknown W. Brackets
a03e368566 GPU: Move cardboard/etc. to PresentationCommon.
Now this works on softgpu as well.

Some hacks for backend differences...
2020-05-13 18:07:25 -07:00
Unknown W. Brackets
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
Unknown W. Brackets
a2b99e23d2 GPU: Handle buffer overhead in postshader uniforms.
Framebuffers may be temporarily larger than the estimated width, because
we estimate different sizes for them and resizing is expensive.

This moves accounting for that to texelDelta instead of pixelDelta.
2020-05-13 08:39:50 -07:00
Henrik Rydgård
f708396bda Fix a comment 2020-05-10 23:10:57 +02:00
Unknown W. Brackets
a95f3111cf GPU: Assume a scissor of 481x273 is a mistake.
We already do this for viewport, and only when region is still a correct
size.  Helps flicker in Everybody's Golf.
2020-03-21 23:47:50 -07:00
Unknown W. Brackets
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
Unknown W. Brackets
5009698cc0 Core: Use a shared_ptr for i18n categories.
This does not make them thread safe, but it reduces the chances of a crash
a bit (see #12594.)
2020-02-09 07:35:16 -08:00