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GPU: Prevent temp FBOs from overwriting each other #11007

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merged 2 commits into from
May 6, 2018

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unknownbrackets
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Dragon Ball Z uses shader blending (for the absolute difference stuff) and depal at the same time. Turns out we were reusing a temp FBO for both and this was causing weirdness.

This simply uses a reason in the cache key so we get two separate temp FBOs.

ALSO: useShaderDepal on Vulkan causes the outline to be offset slightly. Not sure if it's a rounding / pixel center issue or what.

-[Unknown]

Sometimes we'd use two temp FBOs in the same draw (e.g. shader blending +
depal.)  This could cause the same temp FBO to get used for two purposes,
causing weird behavior.
Otherwise it affects shader blending.
@unknownbrackets unknownbrackets added this to the v1.6.0 milestone May 6, 2018
@hrydgard
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hrydgard commented May 6, 2018

Yup, I started poking in this direction myself last night... Thanks :)

@hrydgard hrydgard merged commit 746a325 into hrydgard:master May 6, 2018
@unknownbrackets unknownbrackets deleted the gpu-temp branch May 6, 2018 17:20
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2 participants