Henrik Rydgard
ec6bc4a5f6
Vertex format fixes. Flip through drawing the right way up.
2016-03-20 19:30:11 +01:00
Henrik Rydgard
6b8c004561
Fix indexed drawing, flip rendering the right side up, enable culling
2016-03-20 19:30:11 +01:00
Henrik Rydgard
6141c3651b
Separate uniform updates from shader updates
2016-03-20 19:30:11 +01:00
Henrik Rydgard
d67d187b72
Get untextured drawing working! (at least cube.elf)
2016-03-20 19:30:11 +01:00
Henrik Rydgard
28ae840abe
Pipelines, samplers, description sets, oh my
2016-03-20 19:30:11 +01:00
Henrik Rydgard
668830365d
Begin/End frame fixes
2016-03-20 19:30:11 +01:00
Henrik Rydgard
01e3fbae95
Fix clearing bug, add FIFO_RELAXED flag, etc
2016-03-20 19:30:11 +01:00
Henrik Rydgard
ddb36a35a0
Some descriptor binding fixes
2016-03-20 19:30:11 +01:00
Henrik Rydgard
906b259a85
First PSP shaders actually compile
2016-03-20 19:30:11 +01:00
Henrik Rydgard
49f1e702c9
Okay, reached the shader generators
2016-03-20 19:30:11 +01:00
Henrik Rydgard
3701e2eca3
Reaches the first clear
2016-03-20 19:30:11 +01:00
Henrik Rydgard
4063f7e0db
Fill out GPU_Vulkan.cpp with what's mostly a copy of GLES_GPU.cpp
2016-03-20 19:30:11 +01:00
Henrik Rydgard
cfcfd406fc
Start porting TextureCache. Lots of stubbing going on.
2016-03-20 19:30:11 +01:00
Henrik Rydgard
5216a24590
Back to work on the PSP renderer
2016-03-20 19:30:11 +01:00
Henrik Rydgard
e89a7f0c67
Update VulkanContext
2016-03-20 19:26:41 +01:00
Henrik Rydgard
cfbecf5071
More progress
2016-03-20 19:26:41 +01:00
Henrik Rydgard
129c706cfc
Just some work on the shader generators
2016-03-20 19:26:12 +01:00
Henrik Rydgard
73d6d2dc72
More vulkan in thin3d
2016-03-20 19:25:53 +01:00
Henrik Rydgard
2a449f78bb
More vulkan fixing
2016-03-20 19:25:30 +01:00
Henrik Rydgard
c64064024d
Initial vulkan code.
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This was squashed from nine commits but using old versions of Vulkan.
2016-03-20 19:18:35 +01:00
Henrik Rydgård
54a37f9bb8
Merge pull request #8591 from unknownbrackets/thin3d
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Use thin3d for softgpu drawing (+thin3d improvements)
2016-03-20 18:06:53 +01:00
Henrik Rydgard
4c0e6d0138
Some renaming, fixes and tweaks to the gl_lost mechanism, which is again needed
2016-03-17 21:30:16 +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
944a1f380b
Disable alpha test optimization with logic ops.
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We still need to discard the pixels in the case of a logic op, like
invert. Otherwise we will invert the blended pixels too.
See #8632 .
2016-03-12 09:27:18 -08:00
Henrik Rydgard and Unknown W. Brackets
58b07e00d7
Assorted fixes and cleanups.
2016-03-06 11:46:41 -08:00
Henrik Rydgard and Unknown W. Brackets
9d8d810395
Clear detection: Don't need to check the even vertices, as the odd vertices are the ones used for color.
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This lets us detect and replace cube.elf's clear, and probably others.
2016-03-06 11:36:32 -08:00
Henrik Rydgard and Unknown W. Brackets
d67b148712
Add math dataconv funcs for packed values.
2016-03-06 11:33:53 -08:00
Unknown W. Brackets
6b9b00aa16
Assume DUALSOURCE replace alpha means supported.
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We already check supports when generating this value, don't need to check
again when using it.
2016-03-05 17:18:04 -08:00
Unknown W. Brackets
212848c1cc
Explicitly enable dual source blending in shader.
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Without this, the shader fails to compile on SHIELD devices with
up-to-date drivers. It may have also been failing on other devices.
The specification notes that the #extension line must be used.
2016-03-05 13:27:27 -08:00
Unknown W. Brackets
7dfe8b58dc
Clear attrMask on bad shader compile.
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This prevents various crashes when incorrect attributes are enabled.
2016-03-05 13:14:25 -08:00
Unknown W. Brackets
505ff99461
Maintain and use a freelist for buffer objects.
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Only for sized buffers, which are the ones we gain something from reusing.
2016-02-28 15:10:41 -08:00
Henrik Rydgard
5f761c346b
Attempt workaround for #8610
2016-02-28 11:06:49 +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.
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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
095624867a
d3d9: Enable GPU info in D3D9 reporting.
2016-02-13 09:51:09 -08:00
Unknown W. Brackets
346e98046d
Forgot to remove this report, not needed now.
2016-02-13 09:31:03 -08:00
Unknown W. Brackets
5894431fa0
Correct buffer size for offset download.
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We need h, not h - y. Should be #7819 .
2016-02-11 22:30:44 -08:00
Henrik Rydgard
5bfeafc037
PackFramebufferSync_: Check for bad parameters that could cause crash
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My theory for the #7819 crash
2016-02-11 22:10:54 +01:00
Unknown W. Brackets
271829c991
Consider depth blitting a slow framebuffer effect.
2016-02-10 21:02:19 -08:00
Henrik Rydgard
35b6c7341b
Fix a bunch of memory leaks, after enabling file+line-number memory leak tracking for the MS Debug CRT.
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Few of these were serious, most were on-exit, but good to have a cleaner memory report after running.
2016-02-10 15:36:10 +01:00
Unknown W. Brackets
8b51bc5b0b
Fix debugging and depth packing with old depth.
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Which means, OpenGL in general right now.
2016-02-07 22:42:47 -08:00
Unknown W. Brackets
eab0278af4
Fallback to per-vertex depth rounding on GLES2.
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Instead of not-working 24->16 now that it's disabled.
2016-02-06 20:42:01 -08:00
Unknown W. Brackets
0e85225e29
Bring back the depth range hack.
2016-02-06 20:28:45 -08:00
Unknown W. Brackets
f1c06d25ea
Switch to old-style depth in OpenGL.
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Some devices really aren't handling the new method well. There seem to be
accuracy problems when specifying the values to OpenGL.
2016-02-06 20:21:14 -08:00
Unknown W. Brackets
87b75235e7
Improve depth accuracy a bit in 16-bit slice mode.
2016-02-06 20:02:18 -08:00
Victor Xie
dc32805256
Made commit 0920f6c a little more robust.
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Eliminated division-by-zero when depth range is zero.
2016-02-01 13:17:15 +08:00
Unknown W. Brackets
4ff78d3c55
d3d9: Use SSE at least for depth copies.
2016-01-31 09:00:00 -08:00