The behavior was verified on Dobie to be correct.
The code needs to be ported to SW renderer too to
improve rendering on SW side.
Current PR will fix plenty of games on HW renderer
that had/have zbuffer issues before.
v2. Set DepthMask to the maximum the current depth format allows.
Will properly clamp for 16bit and 24bit formats.
v3. gl: Fix uniform buffer upload/cache for VSConstantBuffer.
Add support for depthmasking to EmulateZbuffer, previous old code had
support but wasn't ported properly with the new code a few years back.
VS Constant buffer is now properly setup.
- Free blending and it's faster than standard hdr algo when Blending
Accuracy is disabled.
- Add assert when disabling hw blending, hw blending should only be disabled
on free/no barrier blending. D3D11 lacks other types of blending.
- Use const to get rid of some warnings.
This reverts commit 99f814d376.
The assert gets triggered on Linux and so debug build can't be used properly.
Would be nice to investigate why in the first place but until then revert the
entire commit. We have checks for texture limits anyway so it shouldn't be an issue.
Previous behaviour:
Anisotropic filtering was continuing to run even with Nearest filtering.
On opengl it doesn't run on nearest filtering. The gui for both
renderers also greys out aniso when nearest is selected.
Anisotropic filtering being able to run on palette texture. This caused
to break the rendering on palette textures for games that use it.
PR behavior:
The PR corrects both of these behaviors, Aniso won't run on palette
textures as well as nearest filtering.
Test cases for observing the issues were used: Star Ocean 3, Fifa
Street.
With the sprite hack removed it was no longer possible to toggle this
hack on nvidia gpus, the toggle has been moved to Disable Safe Features.
It some issues caused by the hack in sotc, fatal frame and border offset
issues.
A short summary how d3d option behaves compared to gl.
None d3d-> behaves the same
Basic d3d-> even less than 1/3 of Basic opengl.
Medium d3d -> less than 1/3 of Basic opengl.
High d3d -> 1/3 of Basic opengl.
Note: Medium and High options are mostly intended for debug use.
Add the remaining code and separate it in levels because dx sux.
Basic blending mode -> doesn't enable fbmask on texture shuffle and
triangle primitives.
Medium -> doesn't enable fbmask on triangle primitives.
High mode- > fully enables fbmask, note it's still not on par with
opengl because we miss sw blending for some games.
Also keep in mind that High Blending option on d3d11 is like 1/3 of
Basic Blending option on GL.
It works on games such as Fifa Street 1 and 2 (character and stage
rendering), mission impossible operation surma (shadow rendering).
It needs at least Basic level of blending enabled on d3d11.
Single triangle draw can now hit the tex_is_fb path.
Primitive Overlap will return no overlap for single primitive (triangle).
Ratchet and Clank, Jak, tri-Ace games.
It should improve shadow rendering.
Idea by Gregory.