Commit Graph
999 Commits
Author SHA1 Message Date
Unknown W. Brackets 22a536fb0c Merge pull request #11307 from hrydgard/discord-mac-linux
Enable Discord integration for Mac and Linux.
2018-08-26 23:04:49 -04:00
Unknown W. Brackets 274b1eaa0e GPU: Fix typo with wrong type.
No behavior change, just fixes a warning.
2018-08-26 11:51:06 -07:00
Henrik Rydgård 3c99d16da7 Merge pull request #11322 from unknownbrackets/texcache
GPU: Fix texture handling on framebuf detach
2018-08-25 21:12:45 +02:00
Henrik Rydgård 569c073497 Merge pull request #11319 from unknownbrackets/logicop
GPU: Apply logic op in more cases
2018-08-25 21:11:48 +02:00
Unknown W. Brackets 7fa20d4734 GPU: Download safe size on next create, too.
In some cases, games will create a series of framebufs.  Before, we
weren't downloading them if they were only used once, as intended.
2018-08-25 10:01:43 -07:00
Unknown W. Brackets 3f48e446b6 GPU: Fix texture handling on framebuf detach.
We were never creating/recreating the texture, so we ended up with null.
Caused all sorts of problems.
2018-08-25 09:57:37 -07:00
Unknown W. Brackets 5c01bf61e6 GPU: Apply logic op in more cases.
It has well defined behavior with alpha blending, so let's apply it even
when we're blending.  Fixes #11316.
2018-08-24 21:19:54 -07:00
Unknown W. Brackets 734db3d050 GPU: Refactor logic op simulation for better reuse. 2018-08-24 21:05:27 -07:00
Henrik Rydgård e34378a1c1 Enable Discord integration for Mac and Linux. 2018-08-18 10:11:15 +02:00
Unknown W. Brackets 77f0499f7f GPU: Rename clipping flag to depth clamp.
It seems to just to depth clamp.  When depth clamp happens, it affects
clipping a little, but only for vertices that needed clamping.
2018-08-05 17:11:51 -07:00
Unknown W. Brackets 7885a88c0c GPU: Optimize > 0 alpha test using discard rules.
It should be equally unsafe to use src color as dest blend factor, or
use blending with a subtract or min/max equation.
2018-07-29 11:39:06 -07:00
Unknown W. Brackets fba0de59c1 GPU: Restrict alpha test to zero for dest blend.
We could end up with the wrong blending in other cases, because the
exiting color will get multiplied.

Luckily, this is still the common case.
2018-07-29 11:26:04 -07:00
Henrik Rydgård a776dce593 Merge pull request #11269 from unknownbrackets/fragtest
Avoid discard when we can blend
2018-07-29 09:49:16 +02:00
Henrik Rydgård 42f4d7b40f OpenGL: Fix bug where we could end up calling glUniformMatrix without a bound program. Found by GL debug callback on NV.
This adds a bit of extra checking that's only enabled in _DEBUG builds.
2018-07-28 11:09:01 +02:00
Unknown W. Brackets 5ccd3ee4dc GPU: Allow skipping discard when write disabled.
Even if we depth test, if we don't write, we can still force alpha to
zero.
2018-07-27 20:16:51 -07:00
Unknown W. Brackets 5ad948df73 Vulkan: Avoid discard when we can blend.
Where possible, replace alpha and color testing with a zero alpha value.

This allows early fragment tests more often, which may help #11227.  It
may also generally help performance on PowerVR devices.
2018-07-27 20:04:36 -07:00
Henrik Rydgård a589a371e6 Update SPIRV-Cross to a fresher version. 2018-07-16 20:00:45 +02:00
Henrik Rydgård c404214042 Update glslang to latest as of 2016-06-26 2018-07-15 12:30:40 +02:00
weihuoya d9d9b14e53 Don't cut below 2 2018-07-05 15:29:40 +08:00
Unknown W. Brackets 0b245699bb GLES: Specify unsigned shift for Adreno bug.
Adreno 320 devices, and at least 1 Intel device, are complaining that
right shift can't be used within uint/int.

Possibly related to:
https://github.com/KhronosGroup/glslang/issues/1296
2018-06-30 09:50:02 -07:00
Unknown W. Brackets 2a13a66e18 GPU: Use hw tess only for hw transform.
This may be needed if we start using software for points/lines.
2018-06-28 19:47:33 -07:00
Henrik Rydgård 1517a93d08 Restore the vertexCount to 32-bit, needed in some tesselation situations 2018-06-26 19:49:49 +02:00
Unknown W. Brackets e2c217ab29 Core: More consistently use config enums. 2018-06-23 10:59:18 -07:00
Unknown W. Brackets b4496f1975 Core: Move config enums to separate file.
These are a bit strewn about and there are constants that aren't
consistently used, which just adds confusion.
2018-06-23 10:59:18 -07:00
Unknown W. Brackets f6036195d8 GLES: Cleanup stencil upload w/h handling.
In case a buffer has been resized recently, we want to upload just the
detected drawable area, probably.  Before this was inconsistent depending
on the render resolution.
2018-06-17 17:50:38 -07:00
Henrik Rydgård da5f0f7f2b Merge pull request #11186 from unknownbrackets/debugger
Debugger: Add APIs to retrieve render image
2018-06-17 21:53:38 +02:00
Unknown W. Brackets 80312582d1 GPU: Avoid a switch case warning. 2018-06-17 11:32:17 -07:00
Unknown W. Brackets 469d8a6a41 GPU: Screenshot output in BGRA if that's native.
This is a decent chunk faster.
2018-06-16 13:48:50 -07:00
Unknown W. Brackets c97023568c thin3d: Fix requesting BGRA buffers.
Should be fine to request BGRA->BGRA.

Also, the reverse flags were wrong/ignored on the format.
2018-06-16 13:31:08 -07:00
Henrik Rydgård 53f0f136ac Merge pull request #11182 from unknownbrackets/postshader
GLES: Use accurate GLSL ver in postshader convert
2018-06-15 07:22:55 +02:00
Unknown W. Brackets 0d2de36258 GLES: Use accurate GLSL ver in postshader convert. 2018-06-14 20:31:58 -07:00
Henrik Rydgård e98ea812f6 Merge pull request #10973 from weihuoya/cullmode
handle cull mode by indices, refer to issue #10172
2018-06-10 20:53:18 +02:00
Henrik Rydgård 6bf6490c2f Merge pull request #11128 from unknownbrackets/gpu-minor
Minor framebuffer code cleanup
2018-06-06 22:28:35 +02:00
Henrik Rydgård 9f1125ae33 Merge pull request #11078 from unknownbrackets/debugger-spline
GE Debugger: Show bezier/spline in preview
2018-06-06 20:40:10 +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 2f859425a8 GPU: Use unordered_map for tempFBOs. 2018-06-06 05:56:30 -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
zhang wei f2e3476741 triangles 2018-06-05 10:39:40 +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
weihuoya e01e77e025 fx depal int precision for opengl es 2018-06-01 00:58:44 +08:00
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
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
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
Henrik Rydgård 29c41c6a35 Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented. 2018-04-13 14:19:01 +02:00
Henrik Rydgård 163350bbcd Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable. 2018-04-13 08:58:05 +02:00
Henrik Rydgård dbe52c8135 Remove some obsolete checks - software skinning is now supported even if morphcount isn't 1. 2018-04-10 13:09:01 +02:00