Commit graph

18 commits

Author SHA1 Message Date
Nekotekina b382d3b3e9 Remove ASSUME macro
It's dangerous and sometimes bluntly misused feature.
Its optimization potential is near-zero.
2020-12-10 14:08:02 +03:00
Nekotekina 36c8654fb8 Remove HERE macro
Some cleanup.
Add location to some functions.
2020-12-10 12:30:22 +03:00
Nekotekina e055d16b2c Replace verify() with ensure() with auto src location.
Expression ensure(x) returns x.
Using comma operator removed.
2020-12-09 15:43:38 +03:00
kd-11 3a0b3a85a5 rsx: Separate program environment state from program ucode state
- Allows for conservative texture uploads
- Allows to update a program object without running full ucode analysis for no reason
2020-12-07 00:45:27 +03:00
RipleyTom af8c661a64 Remove BOM markers 2020-12-06 15:30:12 +03:00
kd-11 d5f7e7b179 vk: Reimplement GPU query management 2020-10-06 12:02:53 +03:00
kd-11 da6760ed98 vk: Simplify shadow comparison operations for non-integer formats
- Just use hardware PCF, it makes everyone's life easier.
2020-09-09 22:11:12 +03:00
kd-11 6380e67af9 rsx: Fix depth clipping
- Fix special case where n=f making (f-n) = 0
- Dynamically update depth range by setting dirty bits
- Fix depth bounds when n=f and bounds test is disabled
2020-09-08 15:33:08 +03:00
kd-11 dc465df3bc rsx: Enable support for extended range in depth buffer
- Software clipping emulation is used here as OpenGL does not have explicit clip control.
- Hardware clip control for vulkan to be enabled after this.
2020-09-08 15:33:08 +03:00
kd-11 65ead08880 rsx: Refactor and improve image memory manipulation routines 2020-08-27 12:52:28 +03:00
kd-11 8d8fb4a2e4 rsx: Remove ARGB->D24S8 conversion shader which has been deprecated for years since compute capabilities were added to the emulator 2020-06-15 14:18:12 +03:00
kd-11 d47d597b34 vk: Make the depth-convert pass multisample aware 2020-06-05 17:19:24 +03:00
kd-11 69c2150fbd vk: Fix query reset when renderpass is active
- Performs delayed query reset on-demand
2020-06-05 17:19:24 +03:00
kd-11 7080305d82 vk: Implement masked stencil buffer clears
- Partial stencil buffer clears were not implemented. This is for example where a game can choose to clear only some bits from the stencil buffer.
- Vulkan does not support masked stencil clears natively, it has to be implemented as a graphics operation.
- Also refactors vulkan overlay passes to use global resource system instead of forcing the render backend to own all of them and manage lifetimes.
2020-05-21 19:27:23 +03:00
kd-11 fc5b4026e1 vk: Implement optimized pipeline cache 2020-04-30 15:02:59 +03:00
kd-11 b4bf48c33b vk: Integrate shader interpreter 2020-04-30 15:02:59 +03:00
Megamouse cf229a8e9f some more dynamic settings 2020-04-15 18:25:25 +02:00
kd-11 4965bf7d7a gl/vk: Refactor draw call handling and stub shader interpreter
- Refactors backend draw call management to make it easier to extend
  functionality.
- Stubs shader interpreter functionality.
2020-03-23 14:47:28 +03:00