Commit Graph
554 Commits
Author SHA1 Message Date
Henrik Rydgard 06addecb3d Unify cardboard settings calculation 2017-02-07 00:19:31 +01:00
Henrik Rydgard 89763efe57 Unify SetNumExtraFBOs 2017-02-07 00:08:45 +01:00
Henrik Rydgard 9e644aa815 Unify NotifyRenderFramebufferUpdated 2017-02-07 00:08:45 +01:00
Henrik Rydgard 85ec96ecf1 Unify NotifyRenderFramebufferCreated 2017-02-07 00:08:45 +01:00
Henrik Rydgard a0992cce75 Unify DestroyFramebuf() 2017-02-07 00:08:45 +01:00
Henrik Rydgard f1c96c056d Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
Henrik Rydgard d05ef4a859 Pass through the DrawContext to texturecaches and fb managers.
This is preparation for sharing more framebuffer code between the
backends.
2017-02-05 19:51:50 +01:00
Henrik Rydgard 389650e2a7 Need to include getUVGenMode in vertex cache hash. Fixes #9263 2017-02-04 11:15:47 +01:00
Henrik Rydgard 2a231b397b Unbreak environment mapping 2017-01-30 16:13:47 +01:00
Henrik Rydgard 0e4fb11a2d If we can predict that the texcoord.z will always be 1.0 after the matrix, skip texture projection. Should help #9189 2017-01-30 16:03:57 +01:00
Henrik Rydgard 24cc3dbc70 Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification. 2017-01-30 16:03:57 +01:00
Henrik Rydgård a61cb44b1c Oops, changed the wrong function. 2017-01-29 15:07:25 +01:00
Henrik Rydgard 59f5c53040 Fix recent texture scaling bug. Should help #9250
Not all cases tested yet.
2017-01-29 14:42:59 +01:00
Henrik Rydgard d7da981a62 Make the Dangan Ronpa hack use the compat system instead of hacky code 2017-01-29 00:12:20 +01:00
Henrik Rydgard efa8cfc736 IndexGenerator microoptimization 2017-01-28 12:11:56 +01:00
Henrik Rydgard b19c2391ff Fix bug in ApplyClearToMemory if format is 16-bit and color not zero 2017-01-28 10:53:29 +01:00
Henrik Rydgard 7182c34c1e Quick soft fadeout when menu background audio stops playing 2017-01-28 10:38:50 +01:00
Henrik Rydgard 9c55e1e0de Only enable RAM Clears for the SOCOM games that require it.
Should remove the performance impact of #8994 which is bigger than
expected, it seems (cache pollution?)
2017-01-28 10:11:43 +01:00
Henrik Rydgård e1bae9aa67 Follow the ARM64 ABI better (update the frame pointer). 2017-01-27 14:19:03 +01:00
Henrik Rydgard 98e0ccf1e1 Vertex JIT: Add some missing functions to ARM/ARM64 decoders. 2017-01-25 20:13:29 +01:00
Henrik Rydgård 3d8c94cf90 Fix bug where if the Vertex Decoder JIT failed, we failed to restore mprotect permissions causing a crash 2017-01-25 19:07:13 +01:00
Henrik Rydgard e17d3e1e7a Vulkan: Forgot to extend a few more dirtyflag variables to 64-bit. Avoid a warning. 2017-01-24 20:19:06 +01:00
Henrik Rydgard e4cb44c243 Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
Henrik Rydgard 7d60ec73be Move framebufChanged into the dirty flag field 2017-01-24 18:12:20 +01:00
Henrik Rydgard b423998c36 Move uniform dirty-flag to gstate_c, opening up for other uses. 2017-01-24 18:12:20 +01:00
Henrik Rydgard 69267d4cd6 Minor optimizations 2017-01-23 21:14:27 +01:00
Henrik Rydgard ae37df0a8c Further centralization of EstimatePerVertexCost, now moved to GPUCommon 2017-01-23 21:11:39 +01:00
Henrik Rydgard 3c221a7ebd Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared. 2017-01-23 21:11:39 +01:00
Henrik Rydgard 59d80a3785 Share the set of dirty flags between the backend, to let use share more code. 2017-01-23 20:39:17 +01:00
Henrik Rydgard bd4436c6eb Centralize EstimatePerVertexCost and Execute_BlockTransferStart 2017-01-23 17:22:17 +01:00
Henrik Rydgard d9acd27126 Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
xebra 54a2dcd442 [spline/bezier]Add some comments and fix to avoid division, use multiply instead. 2017-01-23 14:13:28 +01:00
xebra b436aef32a [spline/bezier]Avoid to set shader id bits if option of hardware tessellation is off. 2017-01-23 14:13:28 +01:00
xebra 5aeaa95f2c [spline/bezier]Implement hardware tessellation on OpenGL. 2017-01-23 14:12:02 +01:00
xebra 52f86cf61b [spline/bezier]Implement common logic of hardware tessellation. 2017-01-23 14:12:02 +01:00
xebra 71a44644a1 [spline/bezier]Add some flags in shader id for hardware tessellation. 2017-01-23 14:12:02 +01:00
xebra 65be0aa002 [spline/bezier]Move index conversion logic to tiny class. 2017-01-23 14:12:02 +01:00
Henrik Rydgård e47138a5f3 Warning fixes 2017-01-17 20:26:48 +07:00
Henrik Rydgård 674937a520 Extend some enums with potentially useful values 2016-12-27 11:59:12 +01:00
Henrik Rydgard 98ebf9ed6f Centralize PerformStencil* and Invalidate* functions 2016-12-21 18:33:08 +01:00
Henrik Rydgard e15cba0e1b Centralize "Resized()" 2016-12-21 18:13:58 +01:00
Henrik Rydgard 7e46a153c0 Centralize DoBlockTransfer between the GPUs.
Required adding a pointer to the framebuffer manager and texture cache in
GPUCommon, which took a little bit of refactoring.
2016-12-21 18:07:17 +01:00
Henrik Rydgard 49ce7178f5 Fix bug when showing shader IDs in the shader viewer 2016-12-21 15:50:20 +01:00
Henrik Rydgard 0fa2f2c7ae Remove more now-unused code 2016-12-20 13:50:07 +01:00
Henrik Rydgard 1dbeca0618 Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
Henrik Rydgard 9d7983eee8 Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +01:00
Henrik Rydgard 5d5f10d956 Attempts to counter crashes seen in the Google Play developer console 2016-12-01 22:07:03 +01:00
Henrik Rydgard fe6d2d4017 Avoid unaligned accesses when hashing vertex data on ARM. Fixes #9114, may help #9128 and #9129. 2016-12-01 15:56:05 +01:00
Henrik Rydgard e6757615dc Follow the ARM calling convention closer in the vertex decoder 2016-12-01 15:56:05 +01:00
Henrik Rydgard 5df685fa07 Fix another couple of arch define things 2016-11-03 22:25:55 +01:00