Henrik Rydgård
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3162f30158
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Merge base/basictypes.h into Common/Common.h (mostly).
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2020-09-29 15:51:51 +02:00 |
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Henrik Rydgård
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1b3413945b
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Some header include cleanup
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2020-09-16 09:20:41 +02:00 |
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Henrik Rydgård
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cea35007ae
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Always use a linear filter for video, unless forcing NEAREST filtering.
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2020-09-13 16:40:37 +02:00 |
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Henrik Rydgård
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60a6bf6d43
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Optimize the DarkStalkers software rendering path a little more.
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2020-09-12 16:10:17 +02:00 |
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Unknown W. Brackets
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5fae2171cc
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softgpu: Correct cull handling for sprites.
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2020-09-08 16:29:45 -07:00 |
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Unknown W. Brackets
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3055deeba6
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GPU: Fix some case warnings.
Better to avoid the warnings.
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2020-08-19 21:18:44 -07:00 |
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Henrik Rydgård
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2e06386cf6
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Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
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2020-08-16 21:38:07 +02:00 |
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Henrik Rydgård
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c5e0b799d9
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Remove category from _assert_msg_ functions. We don't filter these by category anyway.
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
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2020-07-19 20:33:25 +02:00 |
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Henrik Rydgård
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defa8aa480
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DarkStalkers: Handle the "normal" screen stretch too, not just "wide", to avoid a surprising performance drop.
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2020-05-24 16:53:44 +02:00 |
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Henrik Rydgård
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fabe987c8f
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Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
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2020-05-21 11:24:05 +02:00 |
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Henrik Rydgård
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7a6489ebb4
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Merge pull request #12905 from unknownbrackets/postshader
Allow chained post-processing shaders
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2020-05-17 16:09:05 +02:00 |
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Unknown W. Brackets
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7910b4029a
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arm64jit: Track writable and non-writable pointers.
Switch uses different memory regions. We can handle this, might as well
cleanup some const abuse.
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2020-05-17 00:15:12 -07:00 |
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Unknown W. Brackets
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b79ecc159f
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GPU: Update postshader uniforms for each.
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2020-05-16 12:04:36 -07:00 |
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Henrik Rydgård
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864d138cd9
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Fix DarkStalkers after the just-merged refactoring.
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2020-05-14 23:28:37 +02:00 |
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Unknown W. Brackets
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7024a2877d
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GPU: Take A off RGB565 conversion funcs.
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2020-05-13 18:17:58 -07:00 |
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Unknown W. Brackets
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03e3a935da
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GPU: Cleanup presentation flipping a bit.
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2020-05-13 18:11:25 -07:00 |
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Unknown W. Brackets
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a41fbb9225
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softgpu: Fix postshader on 5551.
This also fixes rendering on Windows 7 Direct3D 11.
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2020-05-13 18:10:09 -07:00 |
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Unknown W. Brackets
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762b656ea2
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GPU: Use a texture directly for MakePixelTexture.
This makes it easier to do things with it.
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2020-05-13 18:10:09 -07:00 |
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Unknown W. Brackets
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2653e50200
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softgpu: Avoid RB swizzle when using a postshader.
So that it can post-process correctly.
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2020-05-13 18:10:09 -07:00 |
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Unknown W. Brackets
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3aa8287b74
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softgpu: Enable postshader support.
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2020-05-13 18:10:09 -07:00 |
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Unknown W. Brackets
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cb94487a16
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GPU: Move post shader handling to new class.
Currently, Vulkan is not working properly and direct (RAM -> output) is
not hooked up. But in general, it works.
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2020-05-13 18:10:06 -07:00 |
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Unknown W. Brackets
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57bd88fc33
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softgpu: Allow display rotation.
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2020-05-13 18:07:25 -07:00 |
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Unknown W. Brackets
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a03e368566
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GPU: Move cardboard/etc. to PresentationCommon.
Now this works on softgpu as well.
Some hacks for backend differences...
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2020-05-13 18:07:25 -07:00 |
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Unknown W. Brackets
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d39b0bdca2
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GPU: Split FramebufferCommon into two classes.
Only some things moved over so far.
FramebufferCommon does too much, we want to share it with softgpu without
all the buffer management stuff.
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2020-05-13 18:07:22 -07:00 |
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Unknown W. Brackets
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1b9440611a
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softgpu: Fix texture overlap.
Mainly happened when we had wide textures and split them up between GPUs.
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2020-05-13 17:53:00 -07:00 |
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Unknown W. Brackets
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ac60e2ecd4
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GPU: Track HW tess at start of frame too.
This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
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2020-04-04 11:52:32 -07:00 |
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Unknown W. Brackets
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4a0109d273
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GPU: Treat negative light exp same as 0.
Based on #12507 and some tests, seems like negative exponents are also
fixed to a 1.0f result.
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2020-03-22 22:28:05 -07:00 |
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Unknown W. Brackets
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f1dfb25427
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softgpu: Correct clear/solid rect BR corner.
The scissor is inclusive, not exclusive.
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2020-03-09 18:57:55 -07:00 |
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Unknown W. Brackets
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cebcfb1bbd
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GPU: Use old frame when presenting a skip.
If we flip using a skipped frame, we may show an even older frame causing
weird flickering.
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2020-03-01 13:55:28 -08:00 |
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Unknown W. Brackets
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072041a63d
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SoftGPU: Convert from 16-bit if unsupported.
Should help #12455, but not actually tested on an affected device.
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2019-12-24 11:08:44 -08:00 |
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Henrik Rydgård
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54823a87cc
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Oops
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2019-10-28 13:13:52 +01:00 |
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Henrik Rydgård
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970adfbcc9
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Isolate most of the softgpu specialization code to RasterizerRectangle.
See comments.
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2019-10-28 09:33:30 +01:00 |
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Henrik Rydgård
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1966c8fe75
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Fix a backwards check
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2019-10-27 20:55:32 +01:00 |
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Henrik Rydgård
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6c8186d046
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Remove unused textureswizzle support (we use shaders instead). Universally support presenting 5551 format directly.
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2019-10-27 20:55:32 +01:00 |
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Henrik Rydgård
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86c781e434
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Hack around most of the problems with the save/load dialog. Software stretch gets enabled in non-wide mode, so wallpapers work at a cost of speed.
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2019-10-27 20:55:32 +01:00 |
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Henrik Rydgård
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102a70b4a5
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Scissor fix
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2019-10-27 20:55:32 +01:00 |
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Henrik Rydgård
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a84f4a0caa
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Even more speed.
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2019-10-27 20:55:32 +01:00 |
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Henrik Rydgård
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eb53609cb0
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More speed
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2019-10-27 20:55:32 +01:00 |
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Henrik Rydgård
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bbbd7f8acc
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Buildfix
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2019-10-27 20:55:32 +01:00 |
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Henrik Rydgård
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714f83f614
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Further specialization.
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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290e9971a7
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More specialization work.
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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4f7c23fe79
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DarkStalkers: Fix display on OpenGL ES.
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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796539ad7f
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DarkStalkers: Fix display in the D3D backends. Still broken in OpenGL.
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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9099441973
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Darkstalkers: Gross hack to avoid the game's own stretch, and present the raw buffer instead for a sharper image.
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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2dd7a9aa12
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More darkstalkers work
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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c7f6724f7e
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Detect sprite drawing (1:1 texture mapping), run a simpler function without the triangle state tracking.
This will allow further simplification and specialization.
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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510229b68b
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SoftGPU: Detect through-mode rectangles from triangle strips
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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58568632e8
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Software renderer: Use hardware color conversion on Vulkan in 5551 16-bit mode
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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3a0804a7dd
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Start slowly migrating from macros
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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ae286aef86
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Vulkan+SoftwareRenderer: Fix screen rotation on Android.
(Missed this because software rendering is normally disabled on Android)
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2019-10-22 22:08:21 +02:00 |
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