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Depth blit using raster #15815

Merged
merged 3 commits into from
Aug 9, 2022
Merged

Depth blit using raster #15815

merged 3 commits into from
Aug 9, 2022

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hrydgard
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@hrydgard hrydgard commented Aug 8, 2022

Some platforms don't support depth copies but do support writing to the depth buffer using raster. One example is D3D9.

This fixes games like Jeanne D'Arc and Saint Seiya on D3D9.

This capability might also be useful for other backends in the future in case doing it this way is faster than a blit operation, to be determined. And also maybe for D3D11 that can't blit depth without also blitting stencil.

Also, renames FramebufferNotificationChannel to simply RasterChannel since the enum has gathered more users over time.

Currently only used when blit and copy are unavailable, but that may change in the future.

@hrydgard hrydgard added D3D9 Direct3D 9 GE emulation Backend-independent GPU issues labels Aug 8, 2022
@hrydgard hrydgard added this to the v1.14.0 milestone Aug 8, 2022
@hrydgard hrydgard merged commit 3edaeae into master Aug 9, 2022
@hrydgard hrydgard deleted the depth-blit-using-raster branch August 9, 2022 19:02
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