Henrik Rydgård and GitHub
03175b74ef
Merge pull request #10957 from unknownbrackets/depal-bounds2
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GPU: Dirty tex when clearing or rendering to self
2018-06-06 22:22:01 +02:00
Henrik Rydgård and GitHub
f9cfb05895
Merge pull request #10987 from unknownbrackets/debugger-core
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Improve debugger threadsafety and consistency
2018-06-06 21:10:14 +02:00
Henrik Rydgård and GitHub
9f1125ae33
Merge pull request #11078 from unknownbrackets/debugger-spline
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GE Debugger: Show bezier/spline in preview
2018-06-06 20:40:10 +02:00
Henrik Rydgård and GitHub
347721f200
Merge pull request #10981 from unknownbrackets/flat-shade
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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.
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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.
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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.
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Otherwise we lose wakeups and hang.
2018-06-06 05:58:49 -07:00
Unknown W. Brackets
28cabd578a
Qt Debugger: Remove display list debugger.
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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.
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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.
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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.
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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.
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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.
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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.
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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. Brackets and GitHub
e6af167cd9
Merge pull request #11119 from hrydgard/vk-nulltexture
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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.
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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 Rydgård and GitHub
30de8194a5
Merge pull request #11111 from weihuoya/gles-int-highp
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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 Rydgård and GitHub
79f8388e65
Merge pull request #11088 from unknownbrackets/vulkan-state
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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.
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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.
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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.
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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
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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.
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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.
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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