GS/GL/DX11: Backport multidraw fb copy from DX11 to GL, and some DX11 cleanup.#14243
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lightningterror merged 4 commits intomasterfrom Apr 4, 2026
Merged
GS/GL/DX11: Backport multidraw fb copy from DX11 to GL, and some DX11 cleanup.#14243lightningterror merged 4 commits intomasterfrom
lightningterror merged 4 commits intomasterfrom
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If multidraw FB copy is enabled, we could do copies on the depth buffer directly (instead of depth as RT), so that part could also be backported from DX11. Of course, the depth feedback mode might have to be overridden in the feature check, if it's enabled. |
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Done, backported the changes. |
TJnotJT
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Remove skip first barrier check, rely on the one barrier parameter being set to false. Other misc cleanup.
Will be used when GL_ARB_texture_barrier isn't supported. Can also be used for Depth feedback loops.
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Changes look good, haven't tested.
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Dump run on gl is fine, also smoke tested some dumps that need sw blend and depth feedback and they work on mesa. Gonna merge since it should be fine, I also have other pending changes and open prs. |
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Description of Changes
GS/DX11: Cleanup some multidraw fb copy code.
Remove skip first barrier check, rely on the one barrier parameter being set to false. Other misc cleanup.
GS/GL: Backport multidraw fb copy from DX11.
Will be used when GL_ARB_texture_barrier isn't supported.
Can also be used for Depth as RT feedback loops.
GS/DX11: Check if Depth feedback is enabled before making a copy.
GS/GL: Backport multidraw fb copy for depth feedbacks.
Rationale behind Changes
Fallback method when texture barriers aren't supported, alternative accuracy means.
Suggested Testing Steps
Needs #14234 merged first, then do the same testing posted in that pr using the dumps and mesa llvmpipe sw renderer.
Did you use AI to help find, test, or implement this issue or feature?
No.