Commit graph

71 commits

Author SHA1 Message Date
Henrik Rydgård
60e129d88e Break out Draw2D in a class 2022-08-23 11:12:23 +02:00
Henrik Rydgård
83b7386f7d Switch reinterpret shaders over to the Draw2D framework. 2022-08-23 11:12:23 +02:00
Henrik Rydgård
65e4e249ec More Draw2D refactoring 2022-08-23 11:12:23 +02:00
Henrik Rydgård
d1336fe15f Small Draw2D refactor 2022-08-23 08:37:44 +02:00
Henrik Rydgård
5415da10bf Rename VirtualFramebuffer->format to fb_format to line up with fb_address and fb_stride (fundamental parameters) 2022-08-23 08:37:44 +02:00
Henrik Rydgård
a0722af107 Rename fmt->fb_format 2022-08-23 08:37:44 +02:00
Henrik Rydgård
51686f4936 Copy color from overlapping framebuffers on bind, under certain conditions.
Leads to much faster performance in Juiced 2.

This will later be expanded to handle more things in a more elegant way,
like the framebuffer overlap in God of War for the shadows and
color reinterpretation in a generic way.

Fixes #15728
2022-08-22 16:06:55 +02:00
Henrik Rydgård
9cc8cfaa08 Use a DX9-compatible method to pass texwidth and height. the effect doesn't work on DX9 yet though. 2022-08-21 09:58:58 +02:00
Henrik Rydgård
e6b60026d1 Fix graphics in Ratchet & Clank. WIP 2022-08-21 09:58:58 +02:00
Henrik Rydgård
29ea3ffe0c Restore the clearing optimization, avoiding unnecessary depth copies 2022-08-20 09:46:15 +02:00
Henrik Rydgård
12db0e52d4 Fix deferred-depth for bezier/spline. Move updating of last_frame_depth_render to GPUCommon. 2022-08-20 08:29:33 +02:00
Henrik Rydgård
97dbba0ec3 Minor fixes. Everything seems fine now. 2022-08-20 08:29:33 +02:00
Henrik Rydgård
5d8fe4c2a8 Implement copying color to depth on load. However, weird stuff is happening.. 2022-08-20 08:29:33 +02:00
Henrik Rydgård
94ade8c751 Extract depth copies to CopyToDepthFromOverlappingFramebuffers 2022-08-20 08:29:33 +02:00
Henrik Rydgård
a0ac2dffc7 Defer depth copies until depth buffer is actually used.
Fixes
2022-08-20 08:29:33 +02:00
Henrik Rydgård
bd6f79e473 Fix the raster depth blit again, which I recently broke. 2022-08-17 16:52:49 +02:00
Henrik Rydgård
74f1c94ddb Use sequence numbers instead of a tracking array for depth buffers 2022-08-17 10:34:07 +02:00
Henrik Rydgård
078fc881a7 Revise comments according to feedback 2022-08-17 10:15:02 +02:00
Henrik Rydgård
19367dd890 Comment updates 2022-08-17 10:09:12 +02:00
Henrik Rydgård
5785cf40ad Clean up and comment framebuffer struct better, add bind sequence numbers 2022-08-17 10:09:11 +02:00
Henrik Rydgård
35a1ca064a Refactor 2D pipeline creation 2022-08-16 19:27:46 +02:00
Henrik Rydgård
570e0326e7 Rely on refcounting for stencil upload shader modules 2022-08-16 15:10:48 +02:00
Henrik Rydgård
1e57a358b8 thin3d: Properly AddRef and Release shader modules from the pipeline in backends that need it 2022-08-16 15:10:48 +02:00
Henrik Rydgård
ccdb1f7330 Move out the reinterpret stuff to ReinterpretFramebuffer.cpp. Draw2D refactor. 2022-08-16 11:11:59 +02:00
Henrik Rydgård
9f2447c0b4 Assorted minor cleanup 2022-08-16 10:55:44 +02:00
Unknown W. Brackets
6060706fc8 GPU: Avoid using depth buffers for blending.
For now, until it's implemented.
2022-08-14 22:13:39 -07:00
Henrik Rydgård
252550fbd2 Enable framebuffer depth blits through raster. Fixes games like Jeanne D'Arc on D3D9. 2022-08-09 20:00:32 +02:00
Unknown W. Brackets
20c2ec1392 GPU: Skip alpha stencil upload when safe.
Otherwise, let's not do things that give different behavior at 1x or are
inconsistent.
2022-08-06 21:12:59 -07:00
Henrik Rydgård
9a5893ce6e More cleanup 2022-08-06 18:27:04 +02:00
Henrik Rydgård
e28b45481b Delete more unused code 2022-08-03 22:47:31 +02:00
Henrik Rydgård
f8e0c09463 Delete unused stuff in all backends 2022-08-03 22:22:52 +02:00
Henrik Rydgård
1ab9293cb3 Convert FramebufferBlit from the GL backend to use thin3d 2022-08-03 22:22:51 +02:00
Henrik Rydgård
64a8a3f7d3 D3D11: Remove more custom drawing 2022-08-03 22:22:51 +02:00
Henrik Rydgård
0f9bf47429 Reimplement filtering in DrawActiveTexture 2022-08-03 14:12:55 +02:00
Henrik Rydgård
1d3075566f Move to common (todo: merge with above) 2022-08-03 14:12:55 +02:00
Henrik Rydgård
d55c4a3456 Convert the D3D11 DrawActiveTexture to thin3d 2022-08-03 14:12:55 +02:00
Henrik Rydgård
59b3df0643 Draw2D 2022-08-03 14:12:55 +02:00
Henrik Rydgård
41e327a66b Cleanup and testfixes 2022-08-03 13:34:59 +02:00
Henrik Rydgård
9bead443c3 Unify stencil buffer upload using Draw. Only OpenGL tested yet (shaders need adaptation). 2022-08-03 13:31:13 +02:00
Henrik Rydgård
90a44579bf Implement color-to-depth for Vulkan, start implementing for D3D11 2022-08-01 11:30:36 +02:00
Henrik Rydgård
b5f5aa1653 Track depth buffers separately from framebuffers to track previous use for copies
Fixes the depth testing problem reported in #11013

(WIP: Does not yet include the extra checking unknown suggested for
depth/color address clashes)
2022-07-31 10:44:06 +02:00
Henrik Rydgård
f523341351 Remove unnecessary parameters from MakePixelsTexture 2022-07-24 13:54:09 +02:00
Henrik Rydgård
881cc23965 Delete some unused code. 2022-07-24 13:54:04 +02:00
Henrik Rydgård
5868cf0f1c Convert the blueToAlpha bool to a usageFlag. KEEP instead of CLEAR for depth during reinterpret. 2022-04-30 18:17:29 +02:00
Henrik Rydgård
462972f7ea Add option to redirect blue to alpha if 565 mode is rendered and mask is 0x0FFFFF.
This is used by several games to render to the alpha channel of RGBA4444
images, which cannot normally be done directly on the PSP.

Can be used as a far more efficient replacement for
ReinterpretFramebuffers/ShaderColorBitmask
2022-04-30 18:17:16 +02:00
Unknown W. Brackets
4cb6976029 GPU: Use an empty vertex buf for reinterpret.
See #14552.
2021-08-07 22:22:36 -07:00
Henrik Rydgård
0c66f6c6d0 Assorted drive-by code cleanup 2020-12-13 00:20:47 +01:00
Henrik Rydgård
9818c8aabd Better debug names for BlitFramebuffer operations. 2020-11-28 13:45:26 +01:00
Henrik Rydgård
9105249901 Add compat flag for reinterpret shader, also disable on platforms that can't support it yet 2020-11-08 11:32:55 +01:00
Henrik Rydgård
981d0a2abe Reinterpret the data when binding a framebuffer with a different 16-bit format.
Car reflections in Outrun are better (see #11358) but have some
blue/yellow color garbage that will need a different fix.
2020-11-08 11:32:55 +01:00