Unknown W. Brackets
22a536fb0c
Merge pull request #11307 from hrydgard/discord-mac-linux
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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.
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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
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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This is a decent chunk faster.
2018-06-16 13:48:50 -07:00
Unknown W. Brackets
c97023568c
thin3d: Fix requesting BGRA buffers.
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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
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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
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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
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Minor framebuffer code cleanup
2018-06-06 22:28:35 +02:00
Henrik Rydgård
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
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
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.
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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.
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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
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
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