Commit Graph

1268 Commits

Author SHA1 Message Date
Henrik Rydgard b8ba01f754 SoftGPU: Fix vertex colors, prevent a crash. Helps #9247 2017-01-28 16:41:38 +01:00
Henrik Rydgård 528af8a939 Simplification around textures 2017-01-24 20:59:00 +01:00
Henrik Rydgård d8dbb8389b Make buffer binding more Vulkan/Metal-like 2017-01-24 20:59:00 +01:00
Henrik Rydgård 8654d42528 DrawContext API change: introduce TextureDesc 2017-01-24 20:59:00 +01:00
Henrik Rydgård 6a7d3a3910 Break out image file management from DrawContext (thin3d) 2017-01-24 20:58:59 +01:00
LunaMoo e0aaba5448 Also fix SoftGPU 2017-01-24 02:35:06 +01:00
Henrik Rydgard ae37df0a8c Further centralization of EstimatePerVertexCost, now moved to GPUCommon 2017-01-23 21:11:39 +01:00
Henrik Rydgard bd4436c6eb Centralize EstimatePerVertexCost and Execute_BlockTransferStart 2017-01-23 17:22:17 +01:00
Henrik Rydgard d9acd27126 Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
Henrik Rydgård e47138a5f3 Warning fixes 2017-01-17 20:26:48 +07:00
Henrik Rydgård cbf4e5f38c Implement colormask 2016-12-27 11:59:11 +01:00
Henrik Rydgård 9f2e83b66c Bundle up more state in the pipeline object. Lets us get rid of Vulkan's pipeline cache. 2016-12-27 11:59:11 +01:00
Henrik Rydgård 8d84fb75c7 Remove ShaderSet presets 2016-12-27 11:59:10 +01:00
Henrik Rydgård 1ed7f0d7fd More modern way to specify vertex data format (inputlayout) 2016-12-27 11:59:10 +01:00
Henrik Rydgård 166243e0fd Make pipelines bound state 2016-12-27 11:59:10 +01:00
Henrik Rydgård 4462a8cc99 Rename ShaderSet to Pipeline. Get rid of scissorEnable setting (scissor is always enabled). 2016-12-27 11:59:10 +01:00
Henrik Rydgård 3de4a38527 More renaming to match 2016-12-27 11:59:10 +01:00
Henrik Rydgård 425940b433 More renaming 2016-12-27 11:59:07 +01:00
Henrik Rydgård c7c541f926 Add DepthStencilStateDesc 2016-12-27 11:59:06 +01:00
Henrik Rydgård f86b9f7900 Guess what? More renaming 2016-12-27 11:59:06 +01:00
Henrik Rydgård 9b439e4c43 Remove Thin3D prefix on more things 2016-12-27 11:59:06 +01:00
Henrik Rydgård 463251908b Rename things to closer match another project which I plan to share some code with 2016-12-27 11:59:02 +01:00
Henrik Rydgård 10393f5d4e Move Thin3D into the Draw namespace. 2016-12-27 11:58:03 +01:00
Henrik Rydgård b60ad37146 Remove blend and sampler state presets, they didn't save any code 2016-12-25 11:37:23 +01:00
Henrik Rydgård 97d029972e Rename SetTextures to BindTextures 2016-12-25 11:31:33 +01:00
Henrik Rydgård 1c0c755b03 Extract RasterState from thin3d, for easier d3d11 porting 2016-12-25 11:31:33 +01:00
Henrik Rydgård 4a3938958c Thin3D: Unified DataFormat enum 2016-12-25 11:31:33 +01:00
Henrik Rydgard 1dbeca0618 Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
Henrik Rydgard 9d7983eee8 Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +01:00
Unknown W. Brackets fa0e88f1b7 Add a flag to use the display vfb for screenshots.
This fixes proportions of reporting, savestate screenshots, and TAS
recording for PS1 ports, mainly.
2016-09-25 16:32:18 -07:00
Unknown W. Brackets 92d930887f Android: Add both a lost and restore phase.
Lost = delete, restore = create.  Let's stick to never overlapping.

May help #8912.
2016-09-10 21:58:42 -07:00
Unknown W. Brackets 6151f8ef9f Allow taking screenshots with a clamped size.
Sometimes 10x is a little on the big side.
2016-06-12 07:09:01 -07:00
Unknown W. Brackets e95b2cf0d5 Reduce some repetitive code. 2016-04-10 13:07:08 -07:00
Unknown W. Brackets 1e0051a792 Add support for 32-bit indices.
Not clear how often these are used by games.  Let's find out.
2016-04-10 02:24:58 -07:00
Henrik Rydgard d85dce0c21 Add limited support for newly discovered 32-bit index buffer format (by unknownbrackets)
See https://github.com/hrydgard/pspautotests/pull/184

Will truncate indices past 65536.
2016-04-10 11:03:07 +02:00
Henrik Rydgard 7cb6192005 Rename the TransformPipeline files to DrawEngine, and GLES_GPU to GPU_GLES 2016-04-10 10:31:42 +02:00
Henrik Rydgard 83d564f883 Fix a potential crash in SoftGpu (crash logs seem to point here) 2016-04-09 18:27:35 +02:00
Henrik Rydgard 5ef608fa50 GPU stats: Have each backend format its own string. 2016-03-31 10:17:02 +02:00
Unknown W. Brackets caea1da99a softgpu: Flip vertically in the Vulkan backend. 2016-03-21 07:17:38 -07:00
Unknown W. Brackets 62af4fe48b softgpu: Prevent leaking thin3d buffers. 2016-03-21 00:04:02 -07:00
Henrik Rydgard 29bc07eb0a SoftGPU with Vulkan runs but displays black 2016-03-20 20:04:49 +01:00
Henrik Rydgård 54a37f9bb8 Merge pull request #8591 from unknownbrackets/thin3d
Use thin3d for softgpu drawing (+thin3d improvements)
2016-03-20 18:06:53 +01:00
Henrik Rydgard c8457d39ed Fix a bunch of compiler warnings, delete some unused code 2016-03-13 15:17:31 +01:00
Unknown W. Brackets 818a0d846a d3d9: Correct for half-pixel offset in softgpu. 2016-02-13 14:52:35 -08:00
Unknown W. Brackets f84ebdc3e4 thin3d: Use floats directly for 4x4 matrices. 2016-02-13 14:50:06 -08:00
Unknown W. Brackets 05fee24ccf thin3d: Add sampler state selection. 2016-02-13 14:03:43 -08:00
Unknown W. Brackets 0d68a172a9 softgpu: Draw using thin3d.
This way it ought to work for all backends.
2016-02-13 14:03:37 -08:00
Unknown W. Brackets b33e39788f d3d9: Use thin3d for reporting info. 2016-02-13 10:53:28 -08:00
Unknown W. Brackets 51a4ba9950 softgpu: Support screen scaling filter.
No reason it has to be nearest, we have an option for that.
2016-01-17 23:47:42 -08:00
Unknown W. Brackets 83436991ec softgpu: Add support for normal UV projection. 2016-01-17 23:33:59 -08:00