Commit Graph
2665 Commits
Author SHA1 Message Date
Henrik Rydgard ad0da06f65 Forgot to remove these from the debug string. 2016-04-02 10:36:51 +02:00
Henrik Rydgard c1e9df0777 Adjust the displayed debug stats for each backend. Cleanup. 2016-03-31 10:23:40 +02:00
Henrik Rydgard 5ef608fa50 GPU stats: Have each backend format its own string. 2016-03-31 10:17:02 +02:00
Henrik Rydgard 40d05e292c Cleanup in FramebufferVulkan to reduce the size of future diffs 2016-03-28 20:23:29 +02:00
Unknown W. Brackets 1300631e9a Allow unswizzling with a dest pitch. 2016-03-26 23:38:50 -07:00
Unknown W. Brackets 9cd0544137 Flip GL debug stencil/depth in non-buffered. 2016-03-26 17:25:45 -07:00
Unknown W. Brackets f31fbb9417 Cleanup fbTexInfo_ when detaching framebuffers. 2016-03-26 12:30:34 -07:00
Unknown W. Brackets aad04f2941 Centralize the texcache key format. 2016-03-26 12:30:33 -07:00
Unknown W. Brackets e8c8f19aec Move framebuf attachment into central code.
It doesn't look like this will be different, and there's a bug in it.
2016-03-26 12:30:32 -07:00
Henrik Rydgard bd17351ef9 Texcache: Minor refactor/cleanup 2016-03-22 23:56:55 +01:00
Henrik Rydgard 20f227cc4d Vulkan: Fix Prescale UV 2016-03-21 18:50:11 +01:00
Unknown W. Brackets add506a0d3 Cleanup differences in aniso handling.
Some places were not handling it as a power of two.
2016-03-20 19:31:02 +01:00
Unknown W. Brackets 8efbcf8d42 Use draws for alpha/stencil only clear in Vulkan. 2016-03-20 19:31:02 +01:00
Unknown W. Brackets ba7deb7c9a Fix GE debugger preview in non-buffered. 2016-03-20 19:31:02 +01:00
Henrik Rydgard 28ae840abe Pipelines, samplers, description sets, oh my 2016-03-20 19:30:11 +01:00
Henrik Rydgard 4c0e6d0138 Some renaming, fixes and tweaks to the gl_lost mechanism, which is again needed 2016-03-17 21:30:16 +01:00
Henrik Rydgard d67b148712 Add math dataconv funcs for packed values. 2016-03-06 11:33:53 -08:00
Unknown W. Brackets 212848c1cc Explicitly enable dual source blending in shader.
Without this, the shader fails to compile on SHIELD devices with
up-to-date drivers.  It may have also been failing on other devices.

The specification notes that the #extension line must be used.
2016-03-05 13:27:27 -08:00
Unknown W. Brackets 7dfe8b58dc Clear attrMask on bad shader compile.
This prevents various crashes when incorrect attributes are enabled.
2016-03-05 13:14:25 -08:00
Unknown W. Brackets 505ff99461 Maintain and use a freelist for buffer objects.
Only for sized buffers, which are the ones we gain something from reusing.
2016-02-28 15:10:41 -08:00
Henrik Rydgard 5f761c346b Attempt workaround for #8610 2016-02-28 11:06:49 +01:00
Unknown W. Brackets 346e98046d Forgot to remove this report, not needed now. 2016-02-13 09:31:03 -08:00
Unknown W. Brackets 5894431fa0 Correct buffer size for offset download.
We need h, not h - y.  Should be #7819.
2016-02-11 22:30:44 -08:00
Henrik Rydgard 5bfeafc037 PackFramebufferSync_: Check for bad parameters that could cause crash
My theory for the #7819 crash
2016-02-11 22:10:54 +01:00
Unknown W. Brackets 271829c991 Consider depth blitting a slow framebuffer effect. 2016-02-10 21:02:19 -08:00
Unknown W. Brackets eab0278af4 Fallback to per-vertex depth rounding on GLES2.
Instead of not-working 24->16 now that it's disabled.
2016-02-06 20:42:01 -08:00
Unknown W. Brackets 0e85225e29 Bring back the depth range hack. 2016-02-06 20:28:45 -08:00
Unknown W. Brackets f1c06d25ea Switch to old-style depth in OpenGL.
Some devices really aren't handling the new method well.  There seem to be
accuracy problems when specifying the values to OpenGL.
2016-02-06 20:21:14 -08:00
Henrik Rydgard 82ed16fbfd Make sure we detect ES 3.0 the same way in both vertex and fragment shaders 2016-01-23 16:57:24 +01:00
Unknown W. Brackets e30ab95179 d3d9: Fix maxSeenV when not known.
And just make the code reused between both.  Fixes #8478.
2016-01-22 18:48:54 -08:00
Henrik Rydgård cd35684a46 Merge pull request #8454 from unknownbrackets/gpu-depth-round
Add pixel depth rounding to d3d9, gles2 and support forcing via config
2016-01-21 09:41:26 +01:00
Henrik Rydgård 24cad4cab5 Merge pull request #8468 from unknownbrackets/minor
Add a small assert and some warning fixes
2016-01-21 09:40:32 +01:00
Unknown W. Brackets 9354e253bd Fix some warnings in shader cache read.
In case something gets truncated.
2016-01-21 00:24:45 -08:00
Unknown W. Brackets 597596884e Add a smart C FILE * helper.
When all you want is for it to close by itself on error.
2016-01-20 23:33:56 -08:00
Unknown W. Brackets 0443fbebd0 Add methods to download depth to PSP RAM. 2016-01-20 22:11:03 -08:00
Unknown W. Brackets 2916298695 gedbg: Add scaled 16-bit z support. 2016-01-20 22:11:02 -08:00
Unknown W. Brackets 27dba51e70 Add fallbacks where low quality depth is required.
Even on GLES2, this should work.  Also check the depth before applying
rounding - we might even already be 24-bit.
2016-01-20 22:11:01 -08:00
Unknown W. Brackets 79750ed1ad Add a config setting to control depth quality.
For those who want 1x PSP like behavior.
2016-01-20 22:11:00 -08:00
Unknown W. Brackets 57aa864c0c Blit depth when current, not max, size matches.
This is really what was implemented originally, this code was just not
updated to match when we started resizing framebuffers.

Fixes #6497.
2016-01-20 21:35:19 -08:00
Unknown W. Brackets e00c9940e8 Correct pixel depth rounding. 2016-01-19 20:19:50 -08:00
Unknown W. Brackets b80c02c272 Simulate depth clamping.
We'll allow extra space in both directions.  It's not exactly right, but
it's a fast approximation.
2016-01-19 07:12:58 -08:00
Unknown W. Brackets 0920f6c6eb Use minz/maxz as the depth range.
This allows values that fall outside the viewport, but still within the
depth range, to be drawn.
2016-01-19 07:12:57 -08:00
Unknown W. Brackets d1b3768e49 Use a common func everywhere for float depth vals. 2016-01-18 19:29:45 -08:00
Unknown W. Brackets 0828721bc2 Simplify depth calculation a bit.
This way we keep the original range better, so we should lose less
precision.
2016-01-17 18:30:58 -08:00
Unknown W. Brackets 6d6c415f2b Merge pull request #8443 from hrydgard/pseudo-shader-cache-gl-2
GL shader disk cache .. kind of
2016-01-17 14:28:05 -08:00
Henrik Rydgard 6df8573583 Minor fixes 2016-01-17 22:53:06 +01:00
Henrik Rydgard b39206f922 Use the app cache directory on Android for the shader cache. 2016-01-17 22:15:23 +01:00
Unknown W. Brackets b40c3fd839 Use video format when uploading to framebuffers.
Expected to help Bounty Hound, #8392.
2016-01-17 12:57:27 -08:00
Unknown W. Brackets f60aef2e16 Add a more specific interface for video frames.
Since we know more about them.  No functional change yet.
2016-01-17 12:57:26 -08:00
Unknown W. Brackets 73bcf16612 Flush before loading the CLUT.
In case it's what was being rendered to.
2016-01-17 12:55:48 -08:00