Commit Graph
115 Commits
Author SHA1 Message Date
Henrik Rydgård 9ca97dfa8e Handle vertex shader generation failures better.
Suspect that this is happening with the HW tesselation crash in KOF '96.

Should help #14774
2021-08-29 21:50:43 +02:00
Henrik Rydgård 025bcb1673 Introduce Path, start using it all over the place.
Still lots left to convert!

Convert GetSysDirectory to return Path.

More buildfixing

Remove unnecessary Path( constructors
2021-05-13 10:39:16 +02:00
Unknown W. Brackets a73c15babc GPU: Correct shader gen with weights as floats.
For now, this supports the option.  We should probably just move to
everything being floats, but we already prefer software skinning.

Fixes #13903.
2021-01-10 08:52:28 -08:00
Henrik Rydgård 7de7680416 Apple driver bug workaround. See issue #13451 2020-12-16 14:39:08 +01:00
Henrik Rydgård f3ebd6553d Turn off vertex range culling in bezier/spline calls.
When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.

Fixes #11692
2020-12-13 16:04:16 +01:00
Henrik Rydgård e14437cb3f OpenGL: Assorted shader-depal bugfixes and regression fixes.
Fixes #13517
2020-11-11 23:09:48 +01:00
Henrik Rydgård 6310af25fa Get shader color write masking going on all backends. 2020-11-08 23:45:47 +01:00
Henrik Rydgård 7a690f177e Move shader language feature detection to the draw context. 2020-11-06 09:11:57 +01:00
Henrik Rydgård 207b76da6e Show an error on screen if a shader fails to compile.
Part of #1 investigation of #13541
2020-11-05 08:27:13 +01:00
Henrik Rydgård 03e8eac6ef Merge the two ShaderLanguage enums. 2020-11-04 09:40:11 +01:00
Henrik Rydgård 733a152c54 Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h. 2020-11-04 09:18:35 +01:00
Henrik Rydgård f4ea3ccf22 Move the generic vertex shader generator into GPU/Common and rename it. 2020-11-01 19:58:54 +01:00
Henrik Rydgård 0938d495d9 Remove a redundant bit from vertex shader IDs.
(complicates automated testing of shader generation)

Should have no noticeable effects.
2020-11-01 11:48:55 +01:00
Henrik Rydgård 0b1b36921e Move the now-renamed fragment shader generator to GPU/Common. 2020-10-31 19:03:14 +01:00
Henrik Rydgård 7a63b5e69e Cleanup 2020-10-31 18:32:43 +01:00
Henrik Rydgård b7d674411e Test parsing of generated OpenGL shaders too (by using glslang). 2020-10-31 18:32:43 +01:00
Henrik Rydgård af4d6e7642 Set up the test for D3D9, start fixing stuff. 2020-10-31 18:32:43 +01:00
Henrik Rydgård a8f4a4d749 Fix more vertex shader differences 2020-10-25 08:34:35 +01:00
Henrik Rydgård 057fd9f8a3 Bridge more vertex shader differences 2020-10-25 08:34:35 +01:00
Henrik Rydgård 22b26ffc09 Time for the vertex shaders. Set up a test, start eliminating differences. 2020-10-25 08:34:35 +01:00
Henrik Rydgård ef18938aa0 Hack up a test comparing Vulkan fragment haders generated by the GL GLSL generator to the ones generated by the Vulkan generator. 2020-10-23 10:03:44 +02:00
Henrik Rydgård 9e245d6835 OpenGL: Share the shader version detection.
Use a version integer instead of a string
2020-10-23 10:03:44 +02:00
Henrik Rydgård 3d36049b65 Rename shader generator functions, a bit of moving around and adding an errorString param. 2020-10-21 23:20:25 +02:00
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik RydgårdandGitHub 4f43cff5ca Move fileutil, net, image loaders, ui to Common. (#13506)
* Move and rename file_util/fd_util to Common/File/FileUtil and DirListing

Let's also move net while we're at it.

Move the ZIM/PNG loaders over to Common.

Move the UI framework into Common

iOS buildfix

* Buildfix

* Buildfixes

* Apple buildfix

* This typo again..

* UWP buildfix

* Fix build of PPSSPPQt, such as it is (it's not in good condition...)

* Guess what? Another buildfix.
2020-10-04 20:48:47 +02:00
Henrik Rydgård 821817e6d4 Move the profiler to Common 2020-10-04 11:42:16 +02:00
Henrik Rydgård 9e41fafd0d Move math and some file and data conversion files out from native to Common.
Buildfixing

Move some file util files

Buildfix

Move KeyMap.cpp/h to Core where they belong better.

libretro buildfix attempt

Move ini_file

More buildfixes
2020-10-04 09:12:46 +02:00
Henrik Rydgård ff8148dd92 Move native/util, native/data and native/i18 to Common/Data.
Also move colorutil.cpp/h

linking build fix experiment

Delete a bunch of unused CMakeLists.txt files

CMakeLists.txt linking fix

Don't include NativeApp.h from any headers.

Android.mk buildfix

Half of the UWP fix

Buildfix

Minor project file cleanup

Buildfixes

Guess what? More buildfixes!
2020-10-04 07:28:29 +02:00
Henrik Rydgård 054acf768c Don't cache time in a variable.
A little weirdness in the code that has stuck around for a long, long
time. It's really not necessary and mostly just confusing.
2020-09-24 23:52:43 +02:00
Henrik Rydgård ccc0331279 Move timeutil to Common. (Experiment to see how much work it is to move these). 2020-08-15 20:53:08 +02:00
Henrik Rydgård b43698a13d Remove most instances of base/logging.h from Common, Core, GPU, more 2020-08-15 19:08:44 +02:00
Henrik Rydgård c5e0b799d9 Remove category from _assert_msg_ functions. We don't filter these by category anyway.
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Unknown W. Brackets b57ba89b45 GLES: Update shader uniforms after apply state.
We may set shaderblend, projmatrix, or depthrange dirty in
ApplyDrawState().  These need to update shader uniforms to apply
correctly, but we were checking beforehand.
2020-04-11 17:40:39 -07:00
Unknown W. Brackets ac60e2ecd4 GPU: Track HW tess at start of frame too.
This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
2020-04-04 11:52:32 -07:00
Unknown W. Brackets 30ede8240c GPU: Move hw transform decision to draw engine. 2020-04-04 11:14:32 -07:00
Unknown W. Brackets c42fb72419 GPU: Update uniforms w/ consistent render mode too. 2020-04-04 11:03:07 -07:00
Henrik Rydgård 974095ac10 Log shader contents to VERBOSE instead of DEBUG. 2020-02-29 10:46:04 +01:00
Unknown W. Brackets 5009698cc0 Core: Use a shared_ptr for i18n categories.
This does not make them thread safe, but it reduces the chances of a crash
a bit (see #12594.)
2020-02-09 07:35:16 -08:00
Henrik Rydgård 767b1e45b2 Fix the build - there's a Vec3 name collision, fixed it using a namespace. 2019-10-22 22:58:10 +02:00
Henrik Rydgård 3445f39f3f Survive pipeline creation failure on Vulkan. Makes Burnout playable on Pocophone... Sigh.
Minor cleanups.
2019-03-11 16:40:10 +01:00
Unknown W. Brackets af58577aff GPU: Better typesafety for shader bits.
See 128c0ad.
2019-02-16 06:54:56 -08:00
Unknown W. Brackets f8ce9b08ba Vulkan: Limit stencil workaround to Adreno 5xx. 2018-12-23 14:11:57 -08:00
Unknown W. Brackets 1f594f3fb5 GPU: Track draw in shader manager.
With device restore etc. everywhere.
2018-12-23 12:55:37 -08:00
Henrik Rydgård d9cfa3a8fa Bump shader caches 2018-12-02 21:49:20 +01:00
Henrik RydgårdandGitHub 22c066515e Merge pull request #11425 from xebra/refactor_spline_bezier
[Refactoring] Improve spline/bezier.
2018-11-04 17:04:29 +01:00
Unknown W. Brackets 40ca49d0e3 GPU: Cancel shader preload on shutdown/lost.
Otherwise, we could've ended up with shaders loading after or during the
lost event, and dense hash map corruption.
2018-10-30 20:32:12 -07:00
xebra 89786b943d [spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders.
Add changing the quality of HW tessellation.
2018-10-07 23:54:22 +09:00
xebra d4a667397c [spline/bezier]Improve shader uniforms a bit. 2018-10-07 23:54:10 +09:00
xebra 3c0fb44f2e [spline/bezier]Improve hwtess to use cached weights. 2018-10-07 23:54:05 +09:00
xebra 1b076f8324 [spline/bezier]Improve HW tess on Opengl to combine 3 textures into a single texture and use it. 2018-10-07 23:54:03 +09:00