Commit graph

98 commits

Author SHA1 Message Date
Unknown W. Brackets
a1efed31b9 GPU: Use flags to fix triggered upload/download.
No longer using mirror hacks.
2022-10-03 20:17:25 -07:00
Unknown W. Brackets
58a4376998 GPU: Normalize framebuf addresses.
In VRAM, always store without mirror.  In RAM, always store without
cache/kernel bits.
2022-10-02 21:28:53 -07:00
Henrik Rydgård
94ae0fabfa CLUTs can be loaded from small rectangular textures. Need to linearize.
Fixes #8406, although technically, we should wrap by bufw, not the
texture width.
2022-09-21 18:33:15 +02:00
Unknown W. Brackets
bf86f00df8 GPU: Correct display framebuffer reading.
The displayFramebuf_ might not be set yet, but that doesn't mean we want
an INVALID format and zero stride.  We might also be rendering to a
different target, but still want the display.
2022-09-20 14:01:36 -07:00
Henrik Rydgård
662126a0a1 Small simplification 2022-09-15 16:57:03 +02:00
Henrik Rydgård
9907957242 Start implementing ApplyTextureDepal 2022-09-14 22:18:35 +02:00
Henrik Rydgård
a52e62a187 Enable depth uploads on render-to-clut-buffer. Esoteric but needed for #11100. Compat flag for now. 2022-09-14 22:18:34 +02:00
Henrik Rydgård
4803825f83 Buffer copy matching workaround 2022-09-14 22:18:34 +02:00
Henrik Rydgård
39890f7d6f Extract function GetReinterpretPipeline 2022-09-13 11:46:47 +02:00
Henrik Rydgård
4491c480a6 Texture/framebuffer matching: Do margin check in bytes. 2022-09-11 16:18:04 +02:00
Henrik Rydgård
3787b43b7a Fix "Lower resolution for effects" in Ratchet & Clank. Bad option for this game though. 2022-09-04 23:28:55 +02:00
Henrik Rydgård
a8a9fb4206 Much faster framebuffer matching (no more ToString every time there's more than 1 candidate, etc). 2022-08-31 14:23:56 +02:00
Henrik Rydgård
437d6d30a0 KillZone: Fix margin detection on the title screen, fixing some glitches. Need more fixes though to fix the shimmer effect.
See #6207 comments
2022-08-31 11:40:42 +02:00
Henrik Rydgård
987bfc79ef Split the framebuffer in Killzone, with a compatibility flag.
Greatly improves performance.

See issue #6207
2022-08-30 20:05:56 +02:00
Henrik Rydgård
44d822be3b Address feedback 2022-08-30 06:41:37 +02:00
Henrik Rydgård
670c31e746 Add support for reading depth buffers to the PackFramebufferSync function.
Also adds D16 conversion code (though, could probably get away with just
creating a 16-bit depth buffer on the GPU and blit to it, where depth
blit is available).

Not yet used, just getting it in separately.
2022-08-30 00:00:59 +02:00
Henrik Rydgård
cd37bffdaa Better framebuffer checks, remove all ways that framebuffer formats can change. 2022-08-29 11:06:45 +02:00
Henrik Rydgård
3c5ec25f61 Initial implementation of 32/16-bit color reinterpret blits. 2022-08-26 15:51:25 +02:00
Henrik Rydgård
cd0a31a3cd Work in bytes in the framebuffer matching algorithm for block copies, avoid margins 2022-08-26 15:51:25 +02:00
Henrik Rydgård
e6bb512a39 Remove support for framebuffers changing stride (already unreachable).
Also fixes a compiler warning
2022-08-25 19:07:07 +02:00
Henrik Rydgård
f79acd651d Comment updates 2022-08-25 00:29:44 +02:00
Henrik Rydgård
bbd92e6345 Merge the two find FindTransferFramebuffer* methods 2022-08-25 00:22:33 +02:00
Henrik Rydgård
62a834d15e Split up FindTransferFramebuffers 2022-08-25 00:12:31 +02:00
Henrik Rydgård
1feae894d3 Reorder some parameters. Detect buffers in stride gaps. 2022-08-24 18:31:10 +02:00
Henrik Rydgård
d0a3b9886f Remove unused function decl 2022-08-24 18:25:45 +02:00
Henrik Rydgård
c6f20bda18 Reimplement texture format reinterpretation 2022-08-24 14:40:37 +02:00
Henrik Rydgård
5084743bbb Use Draw2D for depal shaders (except the actual blit, for now) 2022-08-23 11:21:40 +02:00
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