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.
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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
LunaMoo and Luna
ae1cf1d85d
Add Display layout editor to use for example on tablets, but also includes automatic screen cropping for 16:9 cases(default).
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//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
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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
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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
LunaMoo and Luna
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
LunaMoo and Luna
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
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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
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WIP: Alternative to #7920 : Round depth in the fragment shader.
2015-10-14 18:36:05 +02:00
LunaMoo and Luna
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.
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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.
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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)
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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