Commit Graph
2917 Commits
Author SHA1 Message Date
Unknown W. Brackets 7fb7a4877d Texcache: Cleanup last bound tex invalidation.
When we're deleting, we're always about to bind a new tex.
2017-03-25 11:42:24 -07:00
xebra ca7f265b11 [spline/bezier]Change all backends vertex texture format to RGBA(16 bytes). 2017-03-24 13:29:05 +09:00
Unknown W. Brackets 1b02734e56 GL: Avoid common-case shuffling video/raw draws. 2017-03-22 21:00:28 -07:00
Unknown W. Brackets 3fbb545451 Allow MakePixelTexture to use a subrange.
For example, if it has a larger texture it wants to reuse, it can control
this via texcoords.  Let's keep it at top left, though.
2017-03-22 20:56:26 -07:00
Henrik Rydgård 7eb13a6861 Merge pull request #9463 from unknownbrackets/resize
Fix crash on resize due to overridden property
2017-03-20 09:14:00 +01:00
Unknown W. Brackets d4ff7cc928 Spline: Simplify uniforms/dirty to one check.
This makes backends more consistent in which values they use, and reduces
the (relatively uncommon compared to other drawcalls) dirty checks for
splines.
2017-03-19 20:05:56 -07:00
Unknown W. Brackets ade110bcc8 Fix crash on resize due to overridden property. 2017-03-19 16:38:42 -07:00
Henrik Rydgard 032c340f50 Revert "Vertexcache ComputeMiniHashRange: Doesn't make sense to hash more data than the step size."
This reverts commit 0bbb61e5d2.
2017-03-19 12:47:12 +01:00
Henrik Rydgard 0bbb61e5d2 Vertexcache ComputeMiniHashRange: Doesn't make sense to hash more data than the step size. 2017-03-19 12:08:21 +01:00
Unknown W. Brackets 78191e645d GL: Avoid unnecessary stencil shader binding.
The comment became untrue, so no need to rebind for each bit.
2017-03-18 13:47:49 -07:00
Henrik Rydgard 908193e894 Rework Android lost/restore lifecycle again. Can autorotate screen without crashing again. Should help #9295 and maybe #8906. 2017-03-18 15:21:26 +01:00
Henrik Rydgard 378170d723 Add ability to tag objects in the gl_lost_manager 2017-03-18 13:55:15 +01:00
Henrik Rydgård 94f16e3b7c GPU: Move "if (resized_)" to BeginHostFrame to avoid desynchronized settings.
Also wipe the input layout cache on D3D11 on resize.

Fixes #9438.
2017-03-17 11:26:11 +01:00
Henrik Rydgård 20f9ae3114 Make sure UpdateCmdInfo is called "in sync" with settings changes. Fixes #9438.
(well, at least the software skinning part. not sure if there are more).
2017-03-17 10:48:43 +01:00
Henrik Rydgård 17a250df7a Always trigger gpu->Resized when exiting GameSettingsScreen.
Strangely, this does NOT help #9438.
2017-03-17 10:27:49 +01:00
Henrik Rydgard 5a946d985b Unify most of the rest of the command table entries 2017-03-14 13:47:34 +01:00
Henrik Rydgard c74d6fcde7 Unify some vertex shader related settings in the command tables 2017-03-14 13:44:18 +01:00
Henrik Rydgard cd6d5a0d7f Unify fragment shader settings in the command table 2017-03-14 13:42:48 +01:00
Henrik Rydgard bc641e6c56 Unify minz/maxz in command tables 2017-03-14 13:41:13 +01:00
Henrik Rydgard 903ac2fc42 Unify texture settings in the command tables 2017-03-14 13:39:32 +01:00
Henrik Rydgard 934b3db800 Unify logicop, antialias in the command table 2017-03-14 13:37:12 +01:00
Henrik Rydgard 8e6d546921 Unify the control commands in the tables 2017-03-14 13:35:25 +01:00
Henrik Rydgard 7302aca7b3 Some reordering, fixing in the command tables 2017-03-14 13:32:56 +01:00
Henrik Rydgard ff57cacfe6 Unify morph weight, patch parameter command table entries 2017-03-14 13:30:03 +01:00
Henrik Rydgard f767615ef8 Unify viewport/region/scissor command table entries 2017-03-14 13:28:28 +01:00
Henrik Rydgard 3de4d67fdc Unify the light parameter table entries 2017-03-14 13:26:53 +01:00
Henrik Rydgard 99711815b5 Unify some ignored command table entries 2017-03-14 13:25:52 +01:00
Henrik Rydgard d9c19cc9ee Unify matrix, dither and signal table entries 2017-03-14 13:24:35 +01:00
Henrik Rydgard 3f795799c9 Setup a global GPU command table, and start moving stuff into it. 2017-03-14 13:21:24 +01:00
Henrik Rydgård eb73a28140 Add new log category FRAMEBUF 2017-03-13 13:55:29 +01:00
Henrik Rydgard b0bd7e3c6f Minor changes for compatibility with VS2017 2017-03-12 17:33:00 +01:00
xebra b9a9a509ae GLES:Remove texture_half_float extension. 2017-03-13 01:02:05 +09:00
Unknown W. Brackets ad8a0e6cc0 Add an ini setting to hide performance warnings. 2017-03-11 19:31:00 -08:00
Henrik Rydgard 21d97a7947 Dirty UVSCALEOFFSET on every draw call.
This is needed since we no longer dirty it on normal changes since we
prescale, but it's still necessary for spline/bezier which generate texture coords.
2017-03-11 13:10:38 +01:00
Henrik Rydgard e33428414f Restore flushing the GPU pipeline on changes to CLIPENABLE, as per @unknownbrackets' comments. Also remove a redundant dirtying of textures. 2017-03-11 13:10:38 +01:00
Henrik Rydgard 9bb81a24c0 Fix bug where we'd reload the post shader information every frame. Fixes #9410 2017-03-11 12:25:43 +01:00
Henrik Rydgård 1496e2caa2 Fix possible crash when task switching on Android 2017-03-06 17:04:55 +01:00
Henrik Rydgard 5d4700ae7e Sprinkle calls to CHECK_GL_ERROR_IF_DEBUG all over the place, disabled by default. 2017-03-03 14:18:40 +01:00
Henrik Rydgard f95459ab0d Fix bug where we tried to set aniso even if unsupported. Fixes #9377 2017-03-03 14:16:15 +01:00
Henrik Rydgard 147d311acb Fix typo with isAllowTexture2D for hardware tesselation 2017-03-03 12:32:01 +01:00
Henrik Rydgård ba6ab0bd36 Buildfix, warning fix 2017-02-27 23:09:12 +01:00
xebra 0172bbe8aa [spline/bezier]Minor fixes for HW tess GLES. 2017-02-25 18:40:20 +09:00
Henrik Rydgard fa80cfa4aa Additional UWP preparations 2017-02-25 09:57:14 +01:00
Henrik Rydgard 98763655e7 Plug a memory leak in the GLES texture cache. Fixes #9089 2017-02-23 22:41:13 +01:00
Henrik Rydgard 8eb668ea59 D3D11: Enable pixel depth rounding. GL: Fix a crash bug 2017-02-23 20:40:53 +01:00
Henrik Rydgård c355947bca Merge pull request #9350 from hrydgard/d3d11-postproc
D3D11 postprocessing shaders
2017-02-23 20:39:28 +01:00
Henrik Rydgard 79bd01efb8 D3D11: Add support for viewing the depth and stencil buffers in the GE debugger 2017-02-23 16:27:26 +01:00
Henrik Rydgard 731026c199 D3D11: Can now switch post shader at runtime, and won't crash if they fail to translate correctly. 2017-02-23 12:42:28 +01:00
Henrik Rydgard f24b1495ba Assorted texture format cleanup, prep for supporting D3D11 on Win7 2017-02-22 16:23:04 +01:00
Henrik Rydgard f772066c54 Remove some unnecessary error handling paths 2017-02-21 11:29:51 +01:00