Henrik Rydgård
32df78a2cc
Make the existing ReinterpretFramebuffers/ShaderColorBitmask path work for Split/Second
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It took writing and debugging #15500 for me to understand what the issue with the old path was..
Much simpler alternative to #15500 , or we could merge both but disable Split/Second
for this one. Needs some benchmarks I guess...
2022-04-25 00:11:09 +02:00
Henrik Rydgård
69ae3f4c02
Better protection against broken viewports.
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It's ok if this emits a single pixel sized viewport, since the cause of
this is generally the viewport being specified outside the scissor
rectangle.
Fixes #13921
2021-07-12 21:19:26 +02:00
Henrik Rydgård
7359c8f083
Revert "Make sure we don't try to set a negative viewport size."
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This reverts commit 0386cafe53 .
2021-07-12 21:03:29 +02:00
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9857e8d1b1
GPU: Respect stencil write mask for 5551 buffers.
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If the mask is 0x7F on 5551, that's equivalent to allowing the clear
entirely. See #13391 .
2021-01-24 15:54:13 -08:00
Henrik Rydgård
0386cafe53
Make sure we don't try to set a negative viewport size.
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Should help #13921 .
2021-01-16 09:45:21 +01:00
Henrik Rydgård
d5fe6154b5
Enable color reinterpret for Ultimate Ghosts & Goblins
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The game uses it by accident probably, but whatever - it's a clean fix.
Fixes, but only for "modern" APIs, #13717 .
2020-11-27 23:52:33 +01:00
Henrik Rydgård
c61f9bfd09
Fix bug in the new color writemask code, failing to limit it to Outrun properly. Fixes #13650 .
2020-11-10 22:07:20 +01:00
Henrik Rydgård
6310af25fa
Get shader color write masking going on all backends.
2020-11-08 23:45:47 +01:00
Henrik Rydgård
793e89d2e3
Fix some comments, rename a function.
2020-11-08 14:34:04 +01:00
Henrik Rydgård
3d289594f9
ShaderBlend and FramebufferRead are separate concepts. Reflect that in naming.
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The former has forms that don't need to read the framebuffer.
This exposes that some logic is wrong...
2020-11-08 12:54:05 +01:00
Henrik Rydgård
b7edf75437
Move Display.cpp/h to Common.
2020-10-04 11:42:16 +02:00
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3055deeba6
GPU: Fix some case warnings.
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Better to avoid the warnings.
2020-08-19 21:18:44 -07:00
Henrik Rydgård
ba0d04a142
Vulkan: Implement depth texturing through depal.
2020-08-09 20:31:04 +02:00
Henrik Rydgård
e6dfb55d3d
Optimize value conversion in (unused) depth readback.
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This also exposes factors we can feed into shaders to do the conversion
on the GPU.
2020-08-09 10:47:01 +02:00
Henrik Rydgård
fd3a9d4202
Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno).
2020-08-05 19:19:30 +02:00
Henrik Rydgård
1b2d4dd75d
Viewport state conversion: Move the pixel scaling to after the overage clipping.
2020-08-05 19:04:12 +02:00
Henrik Rydgård
eadd3c5785
Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
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Required fixing a bug in ShaderUniforms.cpp (used by D3D11 and Vulkan,
the two backends that previously exposed LARGE_VIEWPORTS).
2020-08-05 19:03:08 +02:00
Henrik Rydgård
d57edfbdac
Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
2020-08-03 23:17:22 +02:00
Henrik Rydgård
73046239e3
Android: Add option to ignore camera notches when sizing the display.
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This is generally what you want, at least on phones with small notches.
Not sure about the most intuitive polarity and name of the setting.. bit
of a shame to create another setting with a negation. But most people
should probably ignore this.
2020-07-05 22:46:25 +02:00
Henrik Rydgård
c8d48a8777
Handle insets correctly for the in-game final screen blit.
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Should help #12982 in case of phones with inset cameras.
2020-05-31 20:14:40 +02:00
Henrik Rydgård
e559fc022f
Minor refactor in PresentationCommon (combine loose coordinates to a struct)
2020-05-31 19:45:28 +02:00
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d39b0bdca2
GPU: Split FramebufferCommon into two classes.
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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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30ede8240c
GPU: Move hw transform decision to draw engine.
2020-04-04 11:14:32 -07:00
Unknown W. Brackets
7b8d3e0c36
GPU: Improve a 5551 stencil emulation case.
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Hammerin' Hero (see #10777 ) uses ALWAYS with INCR, which can be rewritten
to maintain more correct stencil values.
2019-06-23 16:14:18 -07:00
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00d088ab58
GPU: Improve non dual source stencil replace.
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If we're replacing with a constant FF, we can make it work more often.
Fixes #11249 .
2019-04-07 15:20:56 -07:00