Unknown W. Brackets
7ee4d2d5a1
UI: Ask for restart when changing graphics device.
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Only for D3D11 and Vulkan.
Also, makes Vulkan follow D3D11 in not changing the setting if the device
is not found on startup.
2018-09-30 00:53:21 -07:00
Unknown W. Brackets
f90439a70e
Windows: Oops, backwards.
2018-09-30 00:18:45 -07:00
Henrik Rydgård
034ad24ae8
Merge pull request #11432 from unknownbrackets/win10
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Windows: Detect Windows 10 using kernel32.dll
2018-09-30 09:09:25 +02:00
Unknown W. Brackets
1103acdd05
Windows: Detect Windows 10 using kernel32.dll.
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This is the recommended way per MSDN.
2018-09-30 00:00:40 -07:00
Henrik Rydgård
bb5b981efa
Merge pull request #11424 from unknownbrackets/disc-error
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Core: Report disc read errors to the user
2018-09-29 10:10:21 +02:00
Unknown W. Brackets
ce6cb7e7c9
Core: Report disc read errors to the user.
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At least when we can detect this, better not to keep silent about it.
2018-09-29 00:45:50 -07:00
Henrik Rydgård
2e8e28f789
Merge pull request #11426 from Florin9doi/ANDROID_DEPS
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Android: Update deps; Cannot reproduce #11420
2018-09-29 09:35:56 +02:00
Unknown W. Brackets
bd678d4f4b
Merge pull request #11428 from Florin9doi/REMOVE_ECLIPSE_FILES
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Android: Remove obsolete files: eclipse
2018-09-27 20:33:33 -07:00
Florin9doi
1a7e61f4a9
Android: Update deps; Cannot reproduce #11420
2018-09-28 00:18:32 +03:00
Florin9doi
02f4094c2c
Android: Remove obsolete files: eclipse
2018-09-28 00:04:35 +03:00
Henrik Rydgård
9454546435
Merge pull request #11427 from Florin9doi/BUILD_FILTER
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Android: Reduce the number of build variants
2018-09-27 21:53:26 +02:00
Florin9doi
9e3ca46f55
Reduce the number of build variants
2018-09-27 22:33:00 +03:00
Henrik Rydgård
3d3f200c4f
Merge pull request #11421 from AreaScout/master
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Fix: prevent linkage error if EGL and GLES is not in one big blob
2018-09-25 14:54:47 +02:00
AreaScout
d222417bfe
Fix: prevent linkage error if EGL and GLES is not in one big blob
2018-09-25 12:19:23 +00:00
Henrik Rydgård
e263b3af85
Merge pull request #11418 from unknownbrackets/gl-lookup
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GLES: Properly parse GL extension names
2018-09-25 08:56:56 +02:00
Unknown W. Brackets
d1929eaca2
GLES: Properly parse GL extension names.
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We must split on spaces and not just lazily use strstr, see #11363 .
2018-09-24 23:05:58 -07:00
Unknown W. Brackets
26cd98cd7e
GPU: Fix a shader unit typo.
2018-09-24 23:05:32 -07:00
Henrik Rydgård
68b005c79b
Patch up small UI bug on credits screen.
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thanks benjamin
2018-09-24 23:23:51 +02:00
Henrik Rydgård
ee62e19c63
Merge pull request #11415 from hrydgard/update-ffmpeg-submodule
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Update ffmpeg submodule
2018-09-24 14:27:32 +02:00
Henrik Rydgård
34b43a663e
Update ffmpeg submodule
2018-09-24 09:53:12 +02:00
Henrik Rydgård
41a27be10e
Update assets/lang submodule
2018-09-23 16:28:58 +02:00
Henrik Rydgård
ead4946fd2
Merge pull request #11411 from unknownbrackets/cullrange
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GPU: Dirty more correctly for cullrange params.
2018-09-22 09:57:22 +02:00
Henrik Rydgård
26da224763
Merge pull request #11413 from unknownbrackets/ui-minor
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UI: Keep report image at right aspect ratio
2018-09-22 09:53:44 +02:00
Unknown W. Brackets
d1c9da6a9a
UI: Maintain aspect better on screenshots.
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In case they are on a thin screen or something.
2018-09-21 23:27:28 -07:00
Unknown W. Brackets
3bba9df133
UI: Keep report image at right aspect ratio.
2018-09-21 23:24:36 -07:00
Unknown W. Brackets
67058495f5
GPU: Dirty more correctly for cullrange params.
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Was previously missing some settings which might convince us to use large
viewports, and more importantly some that would impact the depth settings
under certain settings.
2018-09-21 21:55:11 -07:00
Henrik Rydgård
9fddfff666
Merge pull request #11407 from unknownbrackets/cullrange
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GPU: Correct handling of large viewport scaling
2018-09-21 09:18:31 +02:00
Unknown W. Brackets
4a5320ed7d
GLES: Refactor out duplicate code.
2018-09-20 20:40:32 -07:00
Unknown W. Brackets
cd0662c065
GPU: Cleanup outdated flushbefore code.
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Backends didn't match.
2018-09-20 20:36:41 -07:00
Unknown W. Brackets
e90ffdb8e1
GE Debugger: Fix tex preview race condition.
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If we redraw the tex preview first, we need this for the VAO. Oops.
2018-09-20 20:33:20 -07:00
Unknown W. Brackets
a8588b0c5c
GPU: Correct handling of large viewport scaling.
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Need to multiply not divide, duh. Also lost the offset during refactor,
and didn't test it well.
2018-09-20 20:29:46 -07:00
Henrik Rydgård
92b857ceb4
Merge pull request #11405 from AreaScout/master
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Fix: should close on spec #11404
2018-09-20 22:48:49 +02:00
AreaScout
0dbe5d7249
Fix: should close on spec #11404
2018-09-20 15:06:49 +00:00
Henrik Rydgård
c69e4261d6
Merge pull request #11402 from unknownbrackets/depthclamp
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D3D11: Enable depth clamping
2018-09-19 09:38:19 +02:00
Unknown W. Brackets
b7d84926fa
D3D11: Enable depth clamping.
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Uses the same logic as Vulkan, improving #9545 on most D3D11 devices.
2018-09-18 21:49:17 -07:00
Unknown W. Brackets
1f881d7904
Android: Buildfix for CMake 3.6.
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The buildbot doesn't support GREATER_EQUAL.
2018-09-18 19:31:26 -07:00
Unknown W. Brackets
025e478d2f
Merge pull request #11401 from hrydgard/lighten-depth-workaround
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Vulkan: Only apply the depth/discard workaround on Qualcomm devices (adreno)
2018-09-18 18:33:53 -04:00
Henrik Rydgård
c1f0e981a3
Throw in very minor fix (apply readonly to buffer used in tesselation).
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Validation layer seems buggy though as it still complains that we haven't
enabled the feature vertexPipelineStoresAndAtomics
2018-09-18 23:53:16 +02:00
Henrik Rydgård
5975f471e2
Vulkan: Only apply the depth workaround on Qualcomm devices (adreno)
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We've seen issues, and the validation layer still doesn't like them very much...
2018-09-18 23:46:45 +02:00
Henrik Rydgård
637a17a66c
Fix small and scary Vulkan bug (leftover from skinning-removal revert)
2018-09-18 23:38:38 +02:00
Henrik Rydgård
acfd688647
Merge pull request #11393 from unknownbrackets/cullrange
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Implement vertex range culling
2018-09-18 23:21:42 +02:00
Henrik Rydgård
3f34c7a213
Merge pull request #11400 from unknownbrackets/ui-minor
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UI: Fix occassional issue starting second game
2018-09-18 09:52:06 +02:00
Henrik Rydgård
27ef79b0bd
Merge pull request #11366 from AreaScout/odroid_compile
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Add: some helpers to compile on ODROID-XU4/XU3
2018-09-18 09:51:42 +02:00
Unknown W. Brackets
ed90ab4fa6
UI: Fix occassional issue starting second game.
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Sometimes render() would be called before update() after creating
EmuScreen, and we'd exit out instead of starting the game.
2018-09-17 22:45:09 -07:00
Unknown W. Brackets
52baec21a8
GPU: Refactor cull range calculation together.
2018-09-17 22:27:25 -07:00
Unknown W. Brackets
9859827645
Vulkan: Avoid depth clamp with clip range.
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Vulkan clamps to the clip range, not the full range. So when clipping, we
don't really want to clamp at all. Unfortunately, when one side is
clipping, we can't do it exactly right.
But many games clip depth, like Dissidia. Fixes #11260 .
2018-09-17 21:43:29 -07:00
AreaScout
95556e8d03
Add: some helpers to compile on ODROID-XU4/XU3
2018-09-17 20:01:12 +00:00
Unknown W. Brackets
44ba31fbc6
Vulkan: Implement verex range culling.
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Also D3D11, since they are very similar.
2018-09-17 07:27:26 -07:00
Unknown W. Brackets
639a3f406d
D3D9: Implement vertex range culling.
2018-09-17 07:27:26 -07:00
Unknown W. Brackets
ab3a466621
GLES: Implement vertex range culling.
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Based on tests, skips triangles with any point outside the 4096x4096 box,
except when depth clamping would engage.
2018-09-17 07:27:26 -07:00