Commit Graph

297 Commits

Author SHA1 Message Date
Henrik Rydgård 586da08820 Merge pull request #15895 from unknownbrackets/gpu-minor
GPU: Correct Draw2D::DeviceRestore()
2022-08-24 11:50:42 +02:00
Henrik Rydgård ff92d7d4b0 Remove duplicate uniform queries 2022-08-24 10:51:45 +02:00
Unknown W. Brackets 7ec62a32b4 GPU: More consistently clear ptrs on DeviceLost().
Rather get a null pointer crash than confusing buggy use-after-free
excitement.
2022-08-23 20:15:30 -07:00
Lubos 4026d49104 OpenXR - Multiview uniforms working 2022-08-17 19:14:36 +02:00
Lubos 22e7f87e33 OpenXR - Disable multiview for now 2022-08-16 21:32:11 +02:00
Lubos f8e68a45b6 Merge branch 'feature_openxr_6dof' into feature_openxr_stereo 2022-08-15 17:41:27 +02:00
Lubos d34d1e4af9 OpenXR - Ensure PSP aspect ratio for 2D content 2022-08-15 17:41:04 +02:00
Lubos ab6c91c203 OpenXR - Integrate multiview into system 2022-08-14 18:51:45 +02:00
Lubos 76bea33ef0 OpenXR - Better detecting of 2D menus 2022-08-12 08:41:22 +02:00
Lubos 5c3ff4f357 OpenXR - Detect 3D content better 2022-08-08 18:43:16 +02:00
Lubos c7e321b866 OpenXR - Detecting UI mode improved 2022-08-07 20:32:34 +02:00
Lubos cc3981a328 OpenXR - 72Hz support added 2022-08-05 15:14:21 +02:00
Lubos 92d3ed6ee3 OpenXR - HUD is enabled based on gstate 2022-08-05 11:31:33 +02:00
Lubos 3578656b8b OpenXR - Introduce VR tweaks 2022-08-03 18:52:55 +02:00
Lubos cb6448ff2d Merge branch 'master' into feature_openxr_6dof 2022-08-02 21:01:05 +02:00
Lubos 4814bed7df OpenXR - HUD support added 2022-08-02 20:58:16 +02:00
Lubos 2103874c0f OpenXR - Estimate world unit scale 2022-08-01 19:28:50 +02:00
Lubos 4a3f809588 OpenXR - Head orientation in some games fixed 2022-08-01 17:47:24 +02:00
Lubos e6b14cb473 OpenXR - 6DoF head movement support added 2022-07-31 20:05:08 +02:00
Lubos 8117f05395 OpenXR - Renderer support for axis mirror added 2022-07-31 19:08:47 +02:00
Henrik Rydgård c158414858 Give the mip bias its own uniform flag. 2022-07-31 10:43:48 +02:00
Henrik Rydgård fecf9127a0 Implement 3D texturing in the OpenGL backend too. Assorted fixes. 2022-07-31 10:43:48 +02:00
Lubos 60d8a102f9 OpenXR - Switching between 2D/VR fixed 2022-07-29 10:19:11 +02:00
Lubos d29b9011db OpenXR - VR settings added, better UI detection 2022-07-27 19:47:11 +02:00
Lubos 5c95fd244f OpenXR - Automatically switch between fullscreen/VR 2022-07-26 17:20:46 +02:00
Lubos 0c208d192b OpenXR - Basic look around implementation 2022-07-25 18:47:54 +02:00
Henrik Rydgård 3bf6b140c7 Don't forget to check for bufferedRendering before enabling screen rotation in the shader. 2021-10-31 13:35:13 +01:00
Unknown W. Brackets e688bb2cdf GPU: Correct software transform projection.
Now reading the new fog value.
2021-10-30 18:23:58 -07:00
Unknown W. Brackets b87451de92 GPU: Restore rotation handling in sw transform. 2021-10-30 18:22:53 -07:00
Unknown W. Brackets 33598f2e75 GPU: Support clip and cull distances separately.
Older GL devices, and it seems Apple devices, may not support cull.
2021-10-12 20:34:44 -07:00
Unknown W. Brackets 7d00b6ca90 GLES: Enable/disable clip distance 0. 2021-10-12 20:34:42 -07:00
Unknown W. Brackets 24011c3754 GPU: Correct depth handling for guardband.
This culls based on pre-viewport Z and avoids culling based on the clip
range at negative Z.
2021-10-12 20:34:41 -07:00
Henrik Rydgård 9ca97dfa8e Handle vertex shader generation failures better.
Suspect that this is happening with the HW tesselation crash in KOF '96.

Should help #14774
2021-08-29 21:50:43 +02:00
Henrik Rydgård 025bcb1673 Introduce Path, start using it all over the place.
Still lots left to convert!

Convert GetSysDirectory to return Path.

More buildfixing

Remove unnecessary Path( constructors
2021-05-13 10:39:16 +02:00
Unknown W. Brackets a73c15babc GPU: Correct shader gen with weights as floats.
For now, this supports the option.  We should probably just move to
everything being floats, but we already prefer software skinning.

Fixes #13903.
2021-01-10 08:52:28 -08:00
Henrik Rydgård 7de7680416 Apple driver bug workaround. See issue #13451 2020-12-16 14:39:08 +01:00
Henrik Rydgård f3ebd6553d Turn off vertex range culling in bezier/spline calls.
When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.

Fixes #11692
2020-12-13 16:04:16 +01:00
Henrik Rydgård e14437cb3f OpenGL: Assorted shader-depal bugfixes and regression fixes.
Fixes #13517
2020-11-11 23:09:48 +01:00
Henrik Rydgård 6310af25fa Get shader color write masking going on all backends. 2020-11-08 23:45:47 +01:00
Henrik Rydgård 7a690f177e Move shader language feature detection to the draw context. 2020-11-06 09:11:57 +01:00
Henrik Rydgård 207b76da6e Show an error on screen if a shader fails to compile.
Part of #1 investigation of #13541
2020-11-05 08:27:13 +01:00
Henrik Rydgård 03e8eac6ef Merge the two ShaderLanguage enums. 2020-11-04 09:40:11 +01:00
Henrik Rydgård 733a152c54 Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h. 2020-11-04 09:18:35 +01:00
Henrik Rydgård f4ea3ccf22 Move the generic vertex shader generator into GPU/Common and rename it. 2020-11-01 19:58:54 +01:00
Henrik Rydgård 0938d495d9 Remove a redundant bit from vertex shader IDs.
(complicates automated testing of shader generation)

Should have no noticeable effects.
2020-11-01 11:48:55 +01:00
Henrik Rydgård 0b1b36921e Move the now-renamed fragment shader generator to GPU/Common. 2020-10-31 19:03:14 +01:00
Henrik Rydgård 7a63b5e69e Cleanup 2020-10-31 18:32:43 +01:00
Henrik Rydgård b7d674411e Test parsing of generated OpenGL shaders too (by using glslang). 2020-10-31 18:32:43 +01:00
Henrik Rydgård af4d6e7642 Set up the test for D3D9, start fixing stuff. 2020-10-31 18:32:43 +01:00
Henrik Rydgård a8f4a4d749 Fix more vertex shader differences 2020-10-25 08:34:35 +01:00