Commit Graph
3990 Commits
Author SHA1 Message Date
Henrik Rydgard 0266211b88 Two wrongs can appently make a right. Remove an inadvertent flip, add flips where we actually need them. 2015-11-02 20:09:24 +01:00
Henrik Rydgard 86bfce4006 Remove more obsolete v-flip support 2015-11-02 20:09:12 +01:00
Henrik Rydgard 1ce6801d42 Shifted projection matrices need a few more parts flipped. This could fix bugs in games, too.
Fixes the strange camera issues in FF:CC.
2015-11-02 20:08:21 +01:00
Henrik Rydgard c1db771056 Fix non-through rectangles 2015-11-02 20:08:11 +01:00
Henrik Rydgard 069a7b0d2f Move the viewport to the right place. 2015-11-02 20:08:00 +01:00
Henrik Rydgard e9770b3679 Fix non-buffered rendering 2015-11-02 20:07:50 +01:00
Henrik Rydgard 94b77135a2 Fix a few more flips 2015-11-02 20:07:38 +01:00
Henrik Rydgard f4248cb550 Remove a whole lot of flipping special cases 2015-11-02 20:07:30 +01:00
LunaMooandLuna ae1cf1d85d Add Display layout editor to use for example on tablets, but also includes automatic screen cropping for 16:9 cases(default).
//Rebased & removed atlas stuff which was added with #8096
//squashed with some improvements
2015-10-31 20:50:02 +01:00
Henrik Rydgard 8b2da19a55 Fix display of God Eater video in non-buffered mode. See #8082 2015-10-31 20:08:03 +01:00
Henrik Rydgard 27d4be9509 Fix texel addressing in post processing shaders when buffer size isn't 480x272. Fixes #8016. 2015-10-31 16:15:38 +01:00
Henrik Rydgard 89d0c7751f Viewport clipping did not take small screen into account. Fix that. #8082 should be rebased on this :) 2015-10-31 14:56:13 +01:00
Henrik Rydgard 293ab099bc Disable FRAMEBUFFER_FETCH for all GPUs. Can be whitelisted for some in the future. 2015-10-29 19:28:48 +01:00
Unknown W. Brackets 5595d1278d Merge pull request #8103 from hrydgard/d3d-shader-id
D3D: Generate shaders from shader IDs, just like in GL
2015-10-24 21:19:34 -07:00
Henrik Rydgard 85229efef4 D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00
Henrik Rydgard b86394d0a6 Minor bugfixes in vtx shader gen 2015-10-25 00:08:46 +02:00
Henrik Rydgard edafa9bc17 Centralize the GPU state conversion functions 2015-10-24 23:49:05 +02:00
Henrik Rydgard 92389a4966 Use a common ShaderId class. Start moving shader ID code to GPU/Common 2015-10-24 23:24:06 +02:00
Henrik Rydgard 67cd018aca Rename shader bits to not clash (this is preparation for other changes) 2015-10-24 23:09:28 +02:00
Henrik Rydgard 3c82dc1462 vtxshader: Don't enable full lighting if only shadeMapping is enabled. Should help #8071 2015-10-24 22:59:36 +02:00
Henrik Rydgard 6a373fe09a Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model). 2015-10-24 10:41:31 +02:00
Henrik Rydgard c63ed2f701 Improve vertex shader description 2015-10-24 10:41:14 +02:00
Henrik Rydgård 6c08e00e8c TextureCache: Don't proceed if we get a crazy bufw for some reason, risk of crashing. 2015-10-14 22:13:50 +02:00
Henrik Rydgård 70e99791aa Merge pull request #8019 from LunaMoo/scaling_shaders
Add 5xBR and scaling to existing 4xHQ
2015-10-14 20:58:19 +02:00
Henrik Rydgard 285480f992 More shader bit organization, viewer 2015-10-14 20:23:51 +02:00
Henrik Rydgard 4e26561d78 Fix bug in hardware skinning, improve shader viewer 2015-10-14 20:17:12 +02:00
LunaMooandLuna b054117aad Technically we do change resolution, so this seems best solution 2015-10-14 20:07:06 +02:00
Henrik Rydgard 1308a90fd1 More shader viewer improvements 2015-10-14 20:04:44 +02:00
Henrik Rydgard 9d2589bc6e Use previous improvement to find a bug that created lots of unnecessary fragment shaders 2015-10-14 19:52:41 +02:00
Henrik Rydgard 0b46b6b43a Improvements to shader viewer 2015-10-14 19:50:39 +02:00
LunaMooandLuna 612f569c82 Extra check for filtering in case of game change with same resolution. 2015-10-14 19:16:48 +02:00
Henrik Rydgård 953f712e3a Merge pull request #8065 from hrydgard/shader-view
Add new shader viewing tool
2015-10-14 19:05:24 +02:00
Henrik Rydgård f7b3e5e693 Merge pull request #7922 from hrydgard/fragshader-depth-round
WIP: Alternative to #7920: Round depth in the fragment shader.
2015-10-14 18:36:05 +02:00
LunaMooandLuna 9543250863 Add new postshader setting "upscaling" 2015-10-14 18:32:13 +02:00
Henrik Rydgard 7f4e473e8c Add new shader viewing tool 2015-10-14 18:10:21 +02:00
Henrik Rydgard 09cc80f413 Don't skip lights that are being used for shade mapping when generating vertex shader IDs 2015-10-14 18:01:40 +02:00
Henrik Rydgard f4d50feacb Reduce the number of shaders generated by games that juggle a lot of lights, like Tekken 6 2015-10-14 17:56:36 +02:00
Henrik Rydgård d12f74d49b Slightly more elegant error handling 2015-10-14 17:44:50 +02:00
Henrik Rydgård 6bd1a43e20 Minor cleanups 2015-10-14 11:18:45 +02:00
Henrik Rydgård cdf61ad21a Fix bug in fragment shader ID reading 2015-10-14 11:17:13 +02:00
Henrik Rydgård 87f45ed307 OpenGL: Generate vertex shaders directly from the shader ID. 2015-10-14 10:50:29 +02:00
Henrik Rydgård 39f04ab5d6 OpenGL: Generate fragment shaders directly from the ID. 2015-10-14 10:50:08 +02:00
Henrik Rydgård 633385252b Some extra functionality in ShaderID 2015-10-14 09:09:49 +02:00
Unknown W. Brackets 4222639a84 Oops, fix texture preview in GE debugger. 2015-10-12 21:40:47 -07:00
Henrik Rydgard 65b78b18ea Only enable fragment shader depth rounding for Heroes Phantasia, should reduce flicker.
Doens't fix but helps #6485
2015-10-11 20:52:00 +02:00
Henrik Rydgard fecc825e66 Round depth in the fragment shader. Simpler alternative to #7920 but will not work on ES 2.0, and will in many cases be slower.
So possibly this could be an option for modern devices, and possibly for games that #7920 can't fix.
2015-10-11 19:35:26 +02:00
Unknown W. Brackets 161efea38e Prevent unbinding array buffer in depal. 2015-10-07 22:11:24 -07:00
Unknown W. Brackets 659ee2c3f6 Ensure we update sampling params on tex update. 2015-10-01 22:56:31 -07:00
Henrik Rydgard c2f4fad56a Fix another framebuffer race condition affecting #8002 (with postprocessing)
We can only wipe framebuffers at end of frame time when we react to the resolution change.
If we wipe at any other time, they can get recreated early and thus at the previous size.
2015-09-29 22:10:01 +02:00
Henrik Rydgard d3b265a3e4 Fix render resolution race condition. Should help #8002 2015-09-27 20:00:47 +02:00