Commit Graph
9567 Commits
Author SHA1 Message Date
Henrik Rydgard c74d6fcde7 Unify some vertex shader related settings in the command tables 2017-03-14 13:44:18 +01:00
Henrik Rydgard cd6d5a0d7f Unify fragment shader settings in the command table 2017-03-14 13:42:48 +01:00
Henrik Rydgard bc641e6c56 Unify minz/maxz in command tables 2017-03-14 13:41:13 +01:00
Henrik Rydgard 903ac2fc42 Unify texture settings in the command tables 2017-03-14 13:39:32 +01:00
Henrik Rydgard 934b3db800 Unify logicop, antialias in the command table 2017-03-14 13:37:12 +01:00
Henrik Rydgard 8e6d546921 Unify the control commands in the tables 2017-03-14 13:35:25 +01:00
Henrik Rydgard 7302aca7b3 Some reordering, fixing in the command tables 2017-03-14 13:32:56 +01:00
Henrik Rydgard ff57cacfe6 Unify morph weight, patch parameter command table entries 2017-03-14 13:30:03 +01:00
Henrik Rydgard f767615ef8 Unify viewport/region/scissor command table entries 2017-03-14 13:28:28 +01:00
Henrik Rydgard 3de4d67fdc Unify the light parameter table entries 2017-03-14 13:26:53 +01:00
Henrik Rydgard 99711815b5 Unify some ignored command table entries 2017-03-14 13:25:52 +01:00
Henrik Rydgard d9c19cc9ee Unify matrix, dither and signal table entries 2017-03-14 13:24:35 +01:00
Henrik Rydgard 3f795799c9 Setup a global GPU command table, and start moving stuff into it. 2017-03-14 13:21:24 +01:00
Henrik Rydgard 45a99bbe33 Eliminate annoying warning in non-buffered rendering mode 2017-03-14 10:19:49 +01:00
Henrik Rydgard ecdb289235 Fix SoftGPU for 16-bit framebuffer formats. Fixes #9422 2017-03-14 09:53:41 +01:00
LunaMoo 429bf5d8b3 Use $(DefaultPlatformToolset)_xp for easier VS builds with different toolsets. 2017-03-13 21:40:08 +01:00
Henrik Rydgård eb73a28140 Add new log category FRAMEBUF 2017-03-13 13:55:29 +01:00
Unknown W. Brackets 5c6ae0e2e9 Correct a log format warning. 2017-03-12 23:00:12 -07:00
Henrik Rydgard b0bd7e3c6f Minor changes for compatibility with VS2017 2017-03-12 17:33:00 +01:00
xebra b9a9a509ae GLES:Remove texture_half_float extension. 2017-03-13 01:02:05 +09:00
Unknown W. Brackets ad8a0e6cc0 Add an ini setting to hide performance warnings. 2017-03-11 19:31:00 -08:00
Henrik Rydgard 21d97a7947 Dirty UVSCALEOFFSET on every draw call.
This is needed since we no longer dirty it on normal changes since we
prescale, but it's still necessary for spline/bezier which generate texture coords.
2017-03-11 13:10:38 +01:00
Henrik Rydgard e33428414f Restore flushing the GPU pipeline on changes to CLIPENABLE, as per @unknownbrackets' comments. Also remove a redundant dirtying of textures. 2017-03-11 13:10:38 +01:00
Henrik Rydgard 9bb81a24c0 Fix bug where we'd reload the post shader information every frame. Fixes #9410 2017-03-11 12:25:43 +01:00
Henrik Rydgård e68ea3bc3a Improve a comment 2017-03-10 18:08:55 +01:00
Henrik Rydgard 8956a823bb If the main CPU JIT is not enabled, don't try to vertex-jit. See #9404 2017-03-10 00:18:53 +01:00
Henrik Rydgård 7520c0e273 UWP: Don't try to use dual source blending on D3D9 feature level devices. 2017-03-10 00:12:57 +01:00
Henrik Rydgård 7be5a18ef8 Don't need a uint in the stencil draw shader 2017-03-10 00:11:02 +01:00
Henrik Rydgård e74749f2b2 A function renamed, some logging improvements 2017-03-10 00:11:00 +01:00
xebra 56f80ace90 [spline/bezier]Unify the word "tesselate" to "tessellate". 2017-03-09 18:04:16 +09:00
xebra 29791faf00 [spline/bezier]Fix the avoiding of "crazy tessellation factor" was not working. 2017-03-09 17:56:19 +09:00
xebra 8d7f3f1e0c [spline/bezier]Fix not enough spline buffer causes crash. 2017-03-09 16:12:24 +09:00
Henrik Rydgård ee48a075b0 UWP: Implement display rotation in framebuffer manager, now games display right-way-up in buffered rendering mode. 2017-03-07 15:32:53 +01:00
Henrik Rydgård ed16096365 Don't crash if not enough memory to save a state. Very annoying.
Minor tweaks.
2017-03-07 15:32:34 +01:00
Henrik Rydgård 474db602ca UWP: Fix screen rotation in non-buffered rendering mode 2017-03-07 15:32:26 +01:00
Henrik Rydgård 1496e2caa2 Fix possible crash when task switching on Android 2017-03-06 17:04:55 +01:00
Henrik Rydgård 90e0079c98 GE Debugger D3D11: Support displaying the current texture 2017-03-06 16:46:15 +01:00
Henrik Rydgård 07bfde357d D3D11 simpleblit: Avoid a binding hazard by swapping the texture and framebuffer bind. 2017-03-06 16:39:23 +01:00
Henrik Rydgård a895936913 More log cleanup. Fix resize issue: Fixes #9392 2017-03-06 13:50:22 +01:00
Henrik Rydgård 440e72d250 Clean up among the logs. Remove MASTER_LOG. 2017-03-06 13:10:23 +01:00
Henrik Rydgard 5d5844632a Fix shader issues with D3D11 feature level 9 2017-03-05 22:56:33 +01:00
Henrik Rydgard bb3e211088 Fix bad initialization of featureLevels, breaking things in #9361 2017-03-05 22:33:18 +01:00
Henrik RydgårdandGitHub 18898fb965 Merge pull request #9388 from LunaMoo/PostShaderRefresh
Add PostShader option to force 60fps for animated effects
2017-03-05 21:56:03 +01:00
Henrik Rydgard 042d09a049 Fix #9390, also unbreak D3D11 screenshots 2017-03-05 20:30:39 +01:00
LunaMoo 2b0ab12c4d Add PostShader option to force 60fps for animated effects 2017-03-05 15:04:22 +01:00
Henrik Rydgard a04e24c300 Further D3D11 on mobile fixes 2017-03-05 14:05:04 +01:00
Henrik Rydgard 61c6d83b6e D3D11: Fix creation of stock samplers to work on featurelevel9 GPUs 2017-03-05 12:40:09 +01:00
Henrik Rydgard 116edcb77a Take the D3D11 feature level into account when creating shaders. May help #9369 2017-03-05 12:31:33 +01:00
Henrik Rydgard 7b3f84aae8 More buildfixes for Windows on ARM 2017-03-05 10:52:08 +01:00
Henrik Rydgard 9d116505cf D3D11: Add a large amounts of asserts 2017-03-05 10:34:44 +01:00