Commit Graph
9567 Commits
Author SHA1 Message Date
Unknown W. Brackets c1fa4958d9 vertexjit: Only save extra regs on x64. 2021-02-01 07:06:18 -08:00
Unknown W. BracketsandGitHub 30b6f1f865 Merge pull request #14043 from unknownbrackets/vertexjit-abi
vertexjit: Correct saved registers on x64
2021-01-31 15:38:00 -08:00
Unknown W. Brackets cc4d0479bf Core: Assert debug stats remain positive. 2021-01-31 15:06:11 -08:00
Unknown W. Brackets ddff063097 vertexjit: Correct saved registers on x64. 2021-01-31 15:05:15 -08:00
Henrik Rydgård 294f530cd0 Have the flat shading workaround obey the driver workarounds checkbox 2021-01-31 15:50:19 +01:00
Henrik RydgårdandGitHub 95a14be6f9 Merge pull request #14034 from unknownbrackets/ge-pause
Ge: Restore saved context when ending a list
2021-01-31 10:52:55 +01:00
Unknown W. Brackets f2ad47512b Ge: Restore saved context when ending a list.
Otherwise another list queued by a Head push could use the wrong context
data.  See #13346.
2021-01-31 00:28:42 -08:00
Unknown W. Brackets 5041a898a2 Ge: Improve some logging and memchecks.
Explicitly trigger memchecks on readback.
2021-01-31 00:22:49 -08:00
Henrik Rydgård c48bdf7efc Vulkan: Fix image layout issues after compute shader uploads.
We're already in GENERAL so probably not worth to transfer to DST just
to do even more transfers due to the silliness of GenerateMip.

I'm planning to rework the whole texture upload thing to be far more
optimal with some kind of TextureUploadManager

Fixes #13987
2021-01-30 23:09:42 +01:00
Henrik Rydgård 9a24bcdd9f Vertex cache minihash: Round up the starting address to a multiple of 4. 2021-01-30 18:40:18 +01:00
Unknown W. Brackets c630d365cd Vulkan: Allow tex shaders to specify a max scale. 2021-01-28 01:03:02 -08:00
Henrik RydgårdandGitHub 136c861d17 Merge pull request #13972 from unknownbrackets/clear-stencil
GPU: Respect stencil write mask for 5551 buffers
2021-01-25 09:38:16 +01:00
Unknown W. Brackets 0e25f6a83f D3D9: Don't allow separate alpha clears.
Doesn't seem like the color mask applies to clears.
2021-01-24 16:07:13 -08:00
Unknown W. Brackets 9857e8d1b1 GPU: Respect stencil write mask for 5551 buffers.
If the mask is 0x7F on 5551, that's equivalent to allowing the clear
entirely.  See #13391.
2021-01-24 15:54:13 -08:00
Henrik Rydgård c91a3a3dd2 GE: Better naming of render passes for color reinterpret 2021-01-25 00:12:25 +01:00
Henrik Rydgård 960e2dac36 OpenGL fragment shader gen: Fix precision inconsistency for v_color0/1.
Probably won't fix anything, just want this in for, well, consistency.

Noticed it debugging the iOS flat shading issues, but doesn't fix that.
2021-01-24 18:29:55 +01:00
Henrik RydgårdandGitHub cf797d8da5 Merge pull request #13944 from unknownbrackets/vulkan-scaling
Vulkan: Prevent scaling shader leak
2021-01-18 22:55:17 +01:00
Unknown W. Brackets 97b68e6964 Vulkan: Prevent scaling shader leak.
No need to recreate if they haven't changed.
2021-01-18 13:31:43 -08:00
Unknown W. Brackets 60b354a661 GPU: Fix safe size checks when rect offscreen. 2021-01-17 19:57:32 -08:00
Henrik Rydgård c8bbf40bb0 GL FB readback: Only use "inout" if we actually want to read from the fb. 2021-01-17 19:13:56 +01:00
Unknown W. Brackets 5e3579a780 SoftGPU: Fix sprite provoking vertex in fast path.
It was right everywhere else.
2021-01-16 20:13:16 -08:00
Henrik Rydgård 71f9196d61 VK: Re-apply the old Adreno driver bug workaround. Fixes #13910.
Should likely fix issue #13923 too.
2021-01-16 12:57:14 +01:00
Henrik Rydgård 0386cafe53 Make sure we don't try to set a negative viewport size.
Should help #13921.
2021-01-16 09:45:21 +01:00
Unknown W. Brackets a73c15babc GPU: Correct shader gen with weights as floats.
For now, this supports the option.  We should probably just move to
everything being floats, but we already prefer software skinning.

Fixes #13903.
2021-01-10 08:52:28 -08:00
Henrik Rydgård 3f01cbb98c Initialize/Deinitialize the shader translation system once globally.
Fixes #13839.
2021-01-04 23:51:34 +01:00
Henrik Rydgård f0bb504bb1 Postshader: Improve error reporting. 2021-01-03 19:15:05 +01:00
Henrik RydgårdandGitHub 63424fb5be Merge pull request #13862 from unknownbrackets/shader-minor
GPU: Ignore color write mask if unusable
2021-01-03 18:08:43 +01:00
Unknown W. Brackets 1834a524c8 GPU: Be careful with color write mask precision. 2021-01-03 08:50:34 -08:00
Unknown W. Brackets 4006a4b143 GPU: Ignore color write mask if unusable.
We unconditionally attempt to use a shader with color write mask, so we
can't just refuse to generate a shader - it'll mean non-supporting devices
get no shader at all.

It's better to continue ignoring the mask in that case.
2021-01-03 08:15:37 -08:00
Henrik RydgårdandGitHub 678d881a1b Merge pull request #13855 from unknownbrackets/headless
Remove "Null" GPU and enable softgpu without a backend
2021-01-02 20:41:55 +01:00
Unknown W. Brackets e1050fe855 UWP: Don't try compiling samplerjit. 2021-01-02 09:54:35 -08:00
Unknown W. Brackets 3c9ab13672 GPU: Remove NULL GPU.
We can use the software GPU without a backend now, and this is in every
way superior and will result in better tests/headless behavior.
2021-01-02 09:36:13 -08:00
Unknown W. Brackets ed65bc2327 SoftGPU: Allow rendering with no backend at all. 2021-01-02 09:25:41 -08:00
Unknown W. Brackets 66a6b27d78 UWP: Allow software renderer.
It can use the Direct3D 11 backend now for a while, so it should work on
UWP just fine.
2021-01-02 09:24:43 -08:00
Unknown W. Brackets 6a2b3f8f78 SoftGPU: Update PPGe draw context.
Oops, this was missing.
2021-01-02 09:23:25 -08:00
Unknown W. Brackets 4240fa3053 GPU: Correct some incorrect deallocations. 2021-01-01 15:43:13 -08:00
Henrik Rydgård 16f629df3e Split the DepthRangeHack compat setting into itself and DisableRangeCulling
Most of our uses of DepthRangeHack was just to get DisableRangeCulling anyway -
and we don't want that on when not needed.

Also disables range culling for Splinter Cell Essentials (see #13035)

We really need to understand range culling better. This is a "ship hack" for 1.11.
2020-12-26 19:56:49 +01:00
Henrik Rydgård bdf36a4141 Temporary workaround for Wipeout Pure lens flare flicker.
See #13344.

Will try to figure out something better after the next release...
2020-12-20 13:04:28 +01:00
Henrik Rydgård e0aa187161 UWP: Fix dialog rendering (PPGe). 2020-12-20 12:11:02 +01:00
Henrik Rydgård e05c3ef63f UWP: Make the home button say "Home" instead of "Browse...". 2020-12-20 11:40:02 +01:00
Henrik Rydgård a272deeba3 Postprocessing shader, GL: Fix shader version bug. Fixes #13779 2020-12-19 23:45:31 +01:00
Henrik Rydgård 7ca0f6a1c0 D3D11: Avoid the debug layer hazard tracker after blits. 2020-12-19 20:31:58 +01:00
Henrik Rydgård 05bfac0ef0 Misc logging improvements 2020-12-19 20:31:58 +01:00
Henrik Rydgård 7de7680416 Apple driver bug workaround. See issue #13451 2020-12-16 14:39:08 +01:00
Henrik Rydgård 559ccd9f33 Minor cleanups 2020-12-14 20:06:06 +01:00
Henrik Rydgård 7061993c8f VK: Restore the ARM Mali Z hack that got lost in the refactor somehow.
Warning fixes.
2020-12-14 19:54:39 +01:00
Henrik Rydgård 32c9728c0c Some cleanups in GL feature and shader language detection.
Gets rid of many wrong or bad checks for IsCoreContext.
2020-12-14 19:46:11 +01:00
Henrik Rydgård 3b54063955 Fix regression in Dream Club Portable. Fixes, for OpenGL, #6497 2020-12-13 18:27:37 +01:00
Henrik Rydgård f3ebd6553d Turn off vertex range culling in bezier/spline calls.
When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.

Fixes #11692
2020-12-13 16:04:16 +01:00
Henrik Rydgård 0c66f6c6d0 Assorted drive-by code cleanup 2020-12-13 00:20:47 +01:00