Unknown W. Brackets
a1efed31b9
GPU: Use flags to fix triggered upload/download.
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No longer using mirror hacks.
2022-10-03 20:17:25 -07:00
Unknown W. Brackets
58a4376998
GPU: Normalize framebuf addresses.
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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.
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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.
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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.
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See #6207 comments
2022-08-31 11:40:42 +02:00
Henrik Rydgård
987bfc79ef
Split the framebuffer in Killzone, with a compatibility flag.
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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.
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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).
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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.
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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.
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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