Commit Graph
9567 Commits
Author SHA1 Message Date
Henrik RydgårdandGitHub 03175b74ef Merge pull request #10957 from unknownbrackets/depal-bounds2
GPU: Dirty tex when clearing or rendering to self
2018-06-06 22:22:01 +02:00
Henrik RydgårdandGitHub f9cfb05895 Merge pull request #10987 from unknownbrackets/debugger-core
Improve debugger threadsafety and consistency
2018-06-06 21:10:14 +02:00
Henrik RydgårdandGitHub 9f1125ae33 Merge pull request #11078 from unknownbrackets/debugger-spline
GE Debugger: Show bezier/spline in preview
2018-06-06 20:40:10 +02:00
Henrik RydgårdandGitHub 347721f200 Merge pull request #10981 from unknownbrackets/flat-shade
Use software transform for flat shading and fix colors
2018-06-06 19:05:54 +02:00
Unknown W. Brackets 9aad4dc848 GE Debugger: Cleaned repetition in spline preview. 2018-06-06 05:59:14 -07:00
Unknown W. Brackets 1829902171 GE Debugger: Show bezier/spline in preview.
Ignoring some things about normals and colors since they don't matter.
2018-06-06 05:59:14 -07:00
Unknown W. Brackets e313a9bf6c Debugger: Lock startup/shutdown for threadsafety.
Otherwise things can get freed while we're trying to inspect them.
2018-06-06 05:58:49 -07:00
Unknown W. Brackets e9cc1ee463 Debugger: Allow multiple clients more properly.
Otherwise we lose wakeups and hang.
2018-06-06 05:58:49 -07:00
Unknown W. Brackets 28cabd578a Qt Debugger: Remove display list debugger.
Being replaced with WebSocket based debugger.  Was disabled and not
working anyway, and hardcoded some GL so a barrier to Vulkan.
2018-06-06 05:58:10 -07:00
Unknown W. Brackets 4f93b1d136 GLES: Removed unused skip copy code.
Now it was just making the buffer larger for no reason.  Before, it
allowed us to skip the convBuf copy.
2018-06-06 05:56:30 -07:00
Unknown W. Brackets 2f859425a8 GPU: Use unordered_map for tempFBOs. 2018-06-06 05:56:30 -07:00
Unknown W. Brackets 8f354e5312 GPU: Minor framebuffer code cleanup. 2018-06-06 05:56:30 -07:00
Unknown W. Brackets ad0b8435ca D3D9: Reuse BGRA conversion code.
Also, couldn't have been right to skip it when the pointers equal, not
sure if that case was ever being hit.
2018-06-06 05:56:30 -07:00
Unknown W. Brackets 2ab1552f2d D3D9: Use an unordered_map for offscreen.
Also cleanup.  Mostly just for consistent usage.
2018-06-06 05:56:30 -07:00
Unknown W. Brackets 7c8780bfb6 GPU: Remove some unused code. 2018-06-06 05:56:29 -07:00
Unknown W. Brackets 2606365ba4 GPU: Use software transform for flat shading.
Except on GLES where it works fine with the default provoking index.

This fixes #10969 so that it works everywhere.
2018-06-06 05:53:50 -07:00
Unknown W. Brackets dca159c47e GPU: Correct sw flat shading color on Vulkan/D3D.
It was only correct on GLES before.  This only fixes software transform.
2018-06-06 05:53:50 -07:00
Unknown W. Brackets 5b62c8afb8 D3D9: Implement flat shading via state. 2018-06-06 05:53:50 -07:00
Unknown W. Brackets b845278d7d D3D11: Implement flat shading in shader. 2018-06-06 05:53:49 -07:00
Unknown W. Brackets 61fc1cdcfb GPU: Dirty tex when clearing or rendering to self.
This way if we're blitting, we'll re-blit.
2018-06-06 05:52:49 -07:00
Henrik Rydgård b037efdb55 If there are multiple Vulkan devices, show a setting to allow the user to choose. 2018-06-06 10:20:12 +02:00
zhang wei f2e3476741 triangles 2018-06-05 10:39:40 +08:00
zhang wei 3380bbb0c6 save cache before clear 2018-06-04 22:00:29 +08:00
weihuoya 9f6922221d fx 2018-06-03 22:50:35 +08:00
weihuoya d029bbacc7 triangle fan 2018-06-03 22:29:50 +08:00
Unknown W. BracketsandGitHub e6af167cd9 Merge pull request #11119 from hrydgard/vk-nulltexture
Never bind a NULL image view in Vulkan, not even through thin3d
2018-06-01 23:53:18 -04:00
Henrik Rydgård c1d113e0e9 When creating temp framebuffers for download, size them using bufferWidth/Height instead of width/height.
Or maybe we should make sure to only download within the width/height by
adding more clamps at the beginning of ReadFramebufferToMemory but seems
more dangerous.

Plus some minor things.

Should help #11113
2018-06-01 21:16:07 +02:00
Henrik Rydgård 9485b04914 Never bind a NULL image view in Vulkan no matter what. 2018-06-01 18:51:37 +02:00
Henrik RydgårdandGitHub 30de8194a5 Merge pull request #11111 from weihuoya/gles-int-highp
depal shader use high int precision for opengl es
2018-06-01 08:41:25 +02:00
weihuoya e01e77e025 fx depal int precision for opengl es 2018-06-01 00:58:44 +08:00
Henrik Rydgård c964bc4ba2 Fix another of these pesky GL task switching bugs. 2018-05-30 19:29:26 +02:00
Henrik Rydgård 1c17373039 GLES: Properly restore the pointer to the render manager in more places 2018-05-29 23:07:22 +02:00
Henrik RydgårdandGitHub 79f8388e65 Merge pull request #11088 from unknownbrackets/vulkan-state
Vulkan: Update shaders/state when dirty properly
2018-05-28 08:34:11 +02:00
Unknown W. Brackets e7d07aff71 Vulkan: Update shaders/state when dirty properly.
Can't have been right before.
2018-05-27 22:28:09 -07:00
Henrik Rydgård 0d6be3a476 GLES: Refresh the draw context in DrawEngineGLES on DeviceRestore. How did we miss this? 2018-05-27 22:25:15 +02:00
Henrik Rydgård b730d187e8 Add some paranoid checks guided by stack traces from Google Play 2018-05-27 22:12:59 +02:00
Henrik Rydgård ab65c5210c GLES shader depal fix. Again, this is disabled by default so should not affect anything. 2018-05-14 21:20:51 +02:00
Henrik Rydgård 061f92c177 Minor code simplification 2018-05-14 21:19:48 +02:00
Henrik Rydgård 4ba9fe3e0e GLES depal (currently disabled): Use high int precision.
Should fix issue mentioned in https://github.com/hrydgard/ppsspp/commit/fb7a63bd11ba785209babfe9631956110d46c9bf
2018-05-13 20:51:20 +02:00
Henrik Rydgård 011e57c0e7 Always specify GLSL version 450 when compiling Vulkan shaders.
Bit of a risky change so late in the game but it's wrong, it needs fixing.
See for example the comments to https://github.com/hrydgard/ppsspp/commit/fb7a63bd11ba785209babfe9631956110d46c9bf
2018-05-13 20:42:17 +02:00
Henrik Rydgård b64841e8cc Minor optimization 2018-05-07 00:05:35 +02:00
Henrik Rydgård ed52d9f9fb Shader depal (VUlkan): Apply a half-texel offset when bilinear filtering, fixing #11008
Also skip three texture samples if all indices are equal.
2018-05-06 22:30:20 +02:00
Unknown W. Brackets abbab23814 D3D11: Use a dedicated slot for the depal texture.
Otherwise it affects shader blending.
2018-05-06 08:58:54 -07:00
Unknown W. Brackets 8d07e6d985 GPU: Prevent temp FBOs from overwriting each other.
Sometimes we'd use two temp FBOs in the same draw (e.g. shader blending +
depal.)  This could cause the same temp FBO to get used for two purposes,
causing weird behavior.
2018-05-06 08:57:44 -07:00
Henrik Rydgård 77e574ccc6 Buildfix. 2018-05-04 22:57:13 +02:00
Henrik Rydgård 698bd75209 Fix regression caused by the new depal code for Vulkan. Fixes #10993 2018-05-04 22:24:11 +02:00
aliaspider 17259b87ea softgpu: remove RIP addressing from SamplerX86 2018-05-04 17:37:46 +01:00
zhang wei 51388ded22 cullmode fallback 2018-04-28 14:59:12 +08:00
zhang wei 3419197ee9 flush back cull mode 2018-04-27 21:49:43 +08:00
zhang wei cfc353ee81 handle cull mode by indices, improve performance for GVGNP, refer to #10172 2018-04-27 16:33:35 +08:00