Commit Graph
4183 Commits
Author SHA1 Message Date
Henrik Rydgard 1a149ba02d Final tweak to the cleaned up FBO api before moving it to thin3d. Buildfixes. 2017-02-04 22:25:34 +01:00
Henrik Rydgard bec2921aca Add escape route for some more esoteric FBO functionality 2017-02-04 22:25:34 +01:00
Henrik Rydgard f4c3f884e9 DX: Remove further fbo functions to get the interfaces closer 2017-02-04 22:25:34 +01:00
Henrik Rydgard 0b7f3720ae More FBO api cleanup 2017-02-04 22:25:34 +01:00
Henrik Rydgard daee5c24e5 Work towards unifying the GL and DX FBO APIs 2017-02-04 22:25:34 +01:00
Henrik Rydgard 089fa4f5a7 Delete more unused fbo functions 2017-02-04 22:25:34 +01:00
Henrik Rydgard 16dda97dfa Get rid of fbo_unbind_read 2017-02-04 22:25:34 +01:00
Henrik Rydgard 8f00dd3f30 Hide glBlitFramebuffer behind fbo_blit 2017-02-04 22:25:34 +01:00
Henrik Rydgard d14a388441 Hide glCopyImageSubData behind the FBO interface 2017-02-04 22:25:34 +01:00
Henrik Rydgard 3ceb0a8540 Some simple renaming 2017-02-04 11:47:19 +01:00
Henrik Rydgard c3c6a6a2f3 Apply the Split/Second fix to DX9 as well. 2017-02-04 11:37:24 +01:00
Henrik Rydgard 389650e2a7 Need to include getUVGenMode in vertex cache hash. Fixes #9263 2017-02-04 11:15:47 +01:00
xebra 82bb6cbaad Fix #9275 2017-02-03 16:37:10 +09:00
xebra 1c1139870c Modify gpu features flags checker to allow multi flags. 2017-02-01 22:36:27 +09:00
xebra 37a0907598 Fix supporting gl_InstanceID. 2017-02-01 21:21:57 +09:00
xebra 918bee8801 Add support OES_texture_half_float. 2017-02-01 14:37:03 +09:00
xebra 4fbc92d3f0 Revert gpu features flags to 32-bit. 2017-02-01 00:14:38 +09:00
xebra 6adddbbd38 [spline/bezier]Turn off Hardware Tessellation if device is unsupported. 2017-01-31 23:37:07 +09:00
xebra 159aa1415d [spline/bezier]Add some gpu features flags for Instanced Tessellation. 2017-01-31 23:37:06 +09:00
xebra ce27f7b0b5 Expand gpu features flags to 64-bit. 2017-01-31 23:37:06 +09:00
Henrik Rydgard 0d1d6f98e4 Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
Henrik Rydgard 2a231b397b Unbreak environment mapping 2017-01-30 16:13:47 +01:00
Henrik Rydgard 0e4fb11a2d If we can predict that the texcoord.z will always be 1.0 after the matrix, skip texture projection. Should help #9189 2017-01-30 16:03:57 +01:00
Henrik Rydgard 24cc3dbc70 Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification. 2017-01-30 16:03:57 +01:00
Henrik Rydgard 20d9e60a67 Just some renaming. Start moving away from the "thin3d" name 2017-01-30 14:38:31 +01:00
Henrik Rydgård a61cb44b1c Oops, changed the wrong function. 2017-01-29 15:07:25 +01:00
Henrik Rydgard 59f5c53040 Fix recent texture scaling bug. Should help #9250
Not all cases tested yet.
2017-01-29 14:42:59 +01:00
Henrik Rydgard 5b1b4329fd GL: some extra error checks for texture loading 2017-01-29 14:19:58 +01:00
Henrik Rydgard d7da981a62 Make the Dangan Ronpa hack use the compat system instead of hacky code 2017-01-29 00:12:20 +01:00
Henrik Rydgard e59cafe177 Don't rely on gstate_c.spline or bezier during shader compile, as that doesn't work with the cache. Should fix #9249 2017-01-28 22:34:10 +01:00
Henrik Rydgård d5d9d87dc6 Update the shader cache version to avoid obsolete shaders sticking around. Should fix #9249. 2017-01-28 22:11:48 +01:00
Henrik Rydgård 14d2bf5989 Merge pull request #9136 from LunaMoo/ProjectionMatrixData
Limit Projection Matrix Data count to <= 16
2017-01-28 17:04:12 +01:00
Henrik Rydgard b8ba01f754 SoftGPU: Fix vertex colors, prevent a crash. Helps #9247 2017-01-28 16:41:38 +01:00
Henrik Rydgard efa8cfc736 IndexGenerator microoptimization 2017-01-28 12:11:56 +01:00
Henrik Rydgard 182d87cc15 Minor cleanup in GPU dispatch tables 2017-01-28 12:11:56 +01:00
Henrik Rydgard ab6bc4cb16 Restores a lost optimization from uv prescale - avoiding flushing. Should fix #9219.
Also #ifdef away some invalid-address checks in hot paths in the GPU.
2017-01-28 11:39:34 +01:00
Henrik Rydgard b19c2391ff Fix bug in ApplyClearToMemory if format is 16-bit and color not zero 2017-01-28 10:53:29 +01:00
Henrik Rydgard 7182c34c1e Quick soft fadeout when menu background audio stops playing 2017-01-28 10:38:50 +01:00
Henrik Rydgard 9c55e1e0de Only enable RAM Clears for the SOCOM games that require it.
Should remove the performance impact of #8994 which is bigger than
expected, it seems (cache pollution?)
2017-01-28 10:11:43 +01:00
Henrik Rydgård e1bae9aa67 Follow the ARM64 ABI better (update the frame pointer). 2017-01-27 14:19:03 +01:00
Henrik Rydgard 52a4467a46 Disable the GPU mutex in single core mode. On some platforms it's expensive enough to show up in profiles even though it's useless. 2017-01-27 10:17:44 +01:00
xebra a460acf411 [spline/bezier]Fix to build GLES. 2017-01-27 13:32:36 +09:00
xebra 0e6c2b00cf [spline/bezier]Fix compatibility for GLES. 2017-01-27 13:32:35 +09:00
Henrik Rydgård 6e49341b91 Workaround a shutdown crash by adding a sanity check .. which actually catches stuff. A bit worrying. 2017-01-26 08:43:26 +01:00
Henrik Rydgard 98e0ccf1e1 Vertex JIT: Add some missing functions to ARM/ARM64 decoders. 2017-01-25 20:13:29 +01:00
Henrik Rydgård 3d8c94cf90 Fix bug where if the Vertex Decoder JIT failed, we failed to restore mprotect permissions causing a crash 2017-01-25 19:07:13 +01:00
Henrik Rydgard 5df4bac6d2 Delete some left behind unused code 2017-01-25 10:05:39 +01:00
Henrik Rydgård 524854ac16 Merge pull request #9233 from xebra/spline_bezier
[spline/bezier]Remove wasted code.
2017-01-24 23:33:51 +01:00
xebra 133a9d78a8 [spline/bezier]Remove wasted code. 2017-01-25 06:35:36 +09:00
Henrik Rydgård 528af8a939 Simplification around textures 2017-01-24 20:59:00 +01:00