Commit graph

113 commits

Author SHA1 Message Date
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
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
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 Rydgård
767b1e45b2 Fix the build - there's a Vec3 name collision, fixed it using a namespace. 2019-10-22 22:58:10 +02:00
vnctdj
0ec0c6eb92 Remove the related #include
Following https://github.com/hrydgard/ppsspp/pull/12030
Oops, I forgot to check if it was still needed...
2019-05-12 16:38:37 +02:00
vnctdj
80807675f1 Delete 2 unused i18n category pointer declarations 2019-05-11 23:47:37 +02:00
Henrik Rydgard
5aed2a2cee Gate fewer effects behind "Disable slow framebuffer effects". 2019-02-08 15:02:31 +01:00
Unknown W. Brackets
d9510f8824 D3D11: Allow shader blend to self.
It was forcing from black before.  See #9616.
2018-11-24 10:19:28 -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
Unknown W. Brackets
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
Unknown W. Brackets
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
Unknown W. Brackets
8f354e5312 GPU: Minor framebuffer code cleanup. 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
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
Henrik Rydgård
86cfc411a4 Remove the confusing "DisableState" across the codebase 2018-02-08 16:27:36 +01:00
Unknown W. Brackets
b566b6cca2 D3D11: Remove potentially misleading rebind func.
This doesn't override the GPUCommon one, it just shares the same name,
which might lead to confusion later.  Better not to use the parent.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
b5e5d72a0a Complete the separation of depth and stencil renderpass flags 2017-12-30 22:52:22 +01:00
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
Unknown W. Brackets
cd2dfd5c9a UI: Show a few more flags in build config. 2017-12-10 09:00:51 -08:00
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
Unknown W. Brackets
7339c6c0fd Vulkan: Report more info on texture from target. 2017-11-30 15:42:21 -08:00
Henrik Rydgård
23f7819329 Unify RebindFramebuffer, mostly. 2017-11-15 20:44:25 +01:00
Unknown W. Brackets
78b5565035 GPU: Properly Release() FBOs.
In case we end up wanting to use those reference counts, let's use the
right API.
2017-11-05 12:45:02 -08:00
Henrik Rydgård
4a30aedc53 Unify and move around code to cleanup some debug accessors 2017-10-18 13:10:05 +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
f220c74037 Remove comment, add check. 2017-10-16 16:28:27 +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
Henrik Rydgård
62972cb891 D3D11: Move to CopyFramebufferToSync where easily possible. 2017-10-11 13:34:31 +02:00
Henrik Rydgård
5bbe0eb69a Move GL readback to a Thin3D abstraction 2017-10-10 14:48:58 +02:00
Henrik Rydgård
4e7099bf47 Vulkan: Fix some more state dirtying issues. 2017-08-15 10:51:44 +02:00
Unknown W. Brackets
ca40282a10 Dirty on various framebuf state helpers.
Ideally we should cut down on using DisableState(), or restore afterward.
2017-08-14 11:36:07 +02:00
Henrik Rydgard
56cd991833 All: Only recompute the vertex shader ID when dirty 2017-08-14 11:36:06 +02:00
Henrik Rydgard
4e55654522 Add some missing VIEWPORTSCISSOR dirtying. 2017-08-14 11:35:11 +02:00
Henrik Rydgard
e439055a32 All: Only convert raster state if dirty 2017-08-14 11:14:26 +02:00
Henrik Rydgard
e2b179d6e2 All: Only convert depth stencil state if dirty 2017-08-14 11:14:26 +02:00
Henrik Rydgard
e4567c694c All: Only convert blend state if "dirty" 2017-08-14 11:14:26 +02:00
Henrik Rydgård
0ac979505c Fixes for D3D11 postprocessing 2017-06-02 17:04:08 +02:00
Unknown W. Brackets
5190ad7aa2 GLES: Copy only depth in BlitFramebufferDepth.
Otherwise we get glitched rendering in some games - see #9740.
2017-06-01 20:57:08 -07:00
Unknown W. Brackets
f1e9180676 Vulkan: Fix Cardboard rendering.
Mostly the Viewport2D flush issue, which may possibly have broken
something else.
2017-05-31 23:26:38 -07:00
Henrik Rydgård
2b14c6b531 Delete obsolete function ClearBuffer 2017-05-31 13:38:22 +02:00
Henrik Rydgård
e8890e3c4a Address a bunch of review comments. 2017-05-30 09:36:17 +02:00
Henrik Rydgård
6bcfe539f7 Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
Also removes a bunch of redundant render target binds.
2017-05-30 09:36:17 +02:00