Commit Graph
28456 Commits
Author SHA1 Message Date
sum2012 942ce775cc Fix AuCheckStreamDataNeeded function
fix #13633
2020-11-08 22:47:32 +08:00
Henrik Rydgård 3e6d121016 Partially revert "Clarify some logic, improve framebuffer names"
I screwed up a couple things.

Fixes #13619

This reverts commit 32eb882bc6.
2020-11-03 11:39:12 +01:00
Henrik Rydgård 627be60529 Merge pull request #13616 from hrydgard/masked-memory-ios
Enable "masked memory" on iOS
2020-11-03 07:20:03 +01:00
Henrik Rydgård 7c3c45fd00 Merge pull request #13618 from unknownbrackets/gpu-minor
GPU: Correct shader blend equations
2020-11-03 07:19:41 +01:00
AdamN 043eb2459a Merge pull request #13617 from ANR2ME/adhoc_fix
[Adhoc] - Fixed Starting multiplayer mission issue on DBZ Team Tag
2020-11-03 13:15:20 +07:00
Unknown W. Brackets f3415f4f9c GPU: Correct shader blend equations.
This was wrong when ported to HLSL, and then ported back everywhere.
2020-11-02 21:56:43 -08:00
ANR2ME 755a5dd7d6 Fix Starting multiplayer issue on DBZ Team Tag 2020-11-03 09:32:00 +07:00
ANR2ME 5d0b6e83b2 Reducing the delay on GetPeerInfo 2020-11-03 09:31:25 +07:00
Henrik Rydgård f050d51973 Enable masked memory addressing on iOS
(removes the need for functioning memory mirrors)

I have a theory that this is related to the iOS 14 problems: #13451
2020-11-03 00:20:19 +01:00
Henrik Rydgård 1b596ef82b Fix/workaround ARM64 with the MASKED_PSP_MEMORY build flag. 2020-11-03 00:20:16 +01:00
Henrik Rydgård dd7983c8dd Fix a bad check, causing masked memory to fail on non-32-bit platforms even if desired. 2020-11-02 23:11:44 +01:00
Henrik Rydgård 21830d4984 Bugfix last commit 2020-11-02 16:22:20 +01:00
Henrik Rydgård bd066b4e55 Merge pull request #13613 from hrydgard/shader-writer
Shader writer utility, other cleanups
2020-11-02 13:32:35 +01:00
Henrik Rydgård ce4ee010ac Apparently only MSVC can handle the ambiguity. 2020-11-02 11:45:47 +01:00
Henrik Rydgård 97e8d5b93b Buildfix the rest of the platforms 2020-11-02 10:37:11 +01:00
Henrik Rydgård 0292d1719d GEDebugger: Use utf-8 internally. 2020-11-02 10:02:52 +01:00
Henrik Rydgård 39b5eb5b3d ShaderWriter, a replacement for the sprintf WRITE macro. 2020-11-02 10:02:52 +01:00
Henrik Rydgård 291742535b Safety, comments 2020-11-02 10:02:52 +01:00
Henrik Rydgård 32eb882bc6 Clarify some logic, improve framebuffer names 2020-11-02 10:02:49 +01:00
Henrik Rydgård 085900adb5 Fix vertex shader generator bug. Got caught by the new test 2020-11-02 09:03:08 +01:00
Henrik Rydgård 34874238ac Merge pull request #13611 from hrydgard/merge-glsl-hlsl-vertex-shadergens
Merge GLSL and HLSL vertex shader generators
2020-11-01 21:51:25 +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 be837912e1 Delete the HLSL shader generator, switch to the newly generic one. 2020-11-01 19:58:54 +01:00
Henrik Rydgård 30b1aafcde Another hlsl compatibility fix 2020-11-01 19:58:54 +01:00
Henrik Rydgård 17778131bd Share the uniform buffer declarations between D3D11 and VK. 2020-11-01 19:58:53 +01:00
Henrik Rydgård f1dbd25de9 Fix remaining differences between generated shaders 2020-11-01 19:58:53 +01:00
Henrik Rydgård 642f2004d3 Start working on getting tess to match 2020-11-01 19:58:53 +01:00
Henrik Rydgård ba7c2e856b Fix through mode differences 2020-11-01 19:58:50 +01:00
Henrik Rydgård 9b3662460c Make the lighting code match 2020-11-01 19:58:50 +01:00
Henrik Rydgård 8efb40180e Make the hardware skinning code match 2020-11-01 19:58:50 +01:00
Henrik Rydgård b6992e428b More HLSL work. Some vertex shaders are starting to pass. 2020-11-01 19:58:50 +01:00
Henrik Rydgård fbb7f72eec Vertex shader merge work 2020-11-01 19:58:45 +01:00
Henrik Rydgård 105a6ce920 Oops, seems I screwed those #version statements up worse. 2020-11-01 19:53:08 +01:00
Henrik Rydgård 4053c3d1ec Fix #version statement for GLES 2.0 vertex shaders 2020-11-01 19:42:33 +01:00
Henrik Rydgård 2e9f42a75f Fix #version statement in GLES 2 fragment shaders 2020-11-01 18:06:56 +01:00
Henrik Rydgård 5568ad2bc3 Merge pull request #13610 from hrydgard/vertex-shader-id-cleanup
Remove a redundant bit from vertex shader IDs.
2020-11-01 15:42:37 +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 fb785f5f0d Fix an old inconsistency between D3D9 and D3D11 projection matrices. 2020-11-01 11:35:46 +01:00
Henrik Rydgård 45218ec73d Merge pull request #13609 from hrydgard/merge-glsl-hlsl-fragment-shadergens
Merge GLSL and HLSL fragment shader generators into one generic
2020-11-01 09:53:56 +01:00
Henrik Rydgård d32fc34b2b Remove inPrefix. HLSL shaders gets slightly longer but probably no biggie.
The extra variable should be optimized out anyway.

Tried doing it with the preprocessor, couldn't get it to work.
2020-10-31 23:22:06 +01:00
Henrik Rydgård ee11f6af76 Merge pull request #13608 from shenweip/stopunloadselfmodule
When stops and unloads self module, make sure that the thread is properly deleted.
2020-10-31 23:03:33 +01:00
Henrik Rydgård 042f799573 Fix silly issue in vertex shader gen 2020-10-31 22:59:38 +01:00
Henrik Rydgård 99d63714b5 UWP buildfix 2020-10-31 22:52:54 +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 dd00672d88 Just some cleanups that get to tag along 2020-10-31 18:32:49 +01:00
Henrik Rydgård 2f1bbd314e Fragment shader gen: Remove unnecessary allocations 2020-10-31 18:32:43 +01:00
Henrik Rydgård 7a63b5e69e Cleanup 2020-10-31 18:32:43 +01:00
Henrik Rydgård 3d4fc7c696 Check for a couple additional GL extensions 2020-10-31 18:32:43 +01:00
Henrik Rydgård 3d0630c04a Remove the HLSL fragment shader generator. The GLSL one can now do its job. 2020-10-31 18:32:43 +01:00
Henrik Rydgård c311eeaf7d Switch D3D9 too to the glsl shader generator 2020-10-31 18:32:43 +01:00