Henrik Rydgård
9e5be91bfa
Merge pull request #12915 from unknownbrackets/minor
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A few minor things + rpi4 build fix
2020-05-17 09:49:22 +02:00
Unknown W. Brackets
7910b4029a
arm64jit: Track writable and non-writable pointers.
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Switch uses different memory regions. We can handle this, might as well
cleanup some const abuse.
2020-05-17 00:15:12 -07:00
Unknown W. Brackets
7e70fa1627
Mp4: Cleanup some parameters.
2020-05-17 00:05:04 -07:00
Unknown W. Brackets
bdeea1568a
cmake: Fix rpi4 build on newer gcc.
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This was wrong/causing a warning, and now seems to have caused the wrong
code to build for some users (presumably a newer gcc.)
2020-05-16 23:53:43 -07:00
Unknown W. Brackets
5a5af3871f
GPU: Fix an overflow loading old save states.
2020-05-16 23:49:45 -07:00
Unknown W. Brackets
d88099e701
GLES: Specify buffer type just to be safe.
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Probably doesn't matter, but maybe some drivers take it as a hint?
2020-05-16 23:48:56 -07:00
Unknown W. Brackets
bab907f792
arm64jit: Minor cleanup.
2020-05-16 21:12:31 -07:00
Unknown W. Brackets
cb739fc0b9
GPU: Allow each shader in chain to have settings.
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It'll be up to the author to make the setting names make sense, though.
They'll show from first shader to last.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
ff68a0d50f
UI: Translate shader setting names.
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Also, only save settings in ini that have names.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
1e0c5db3a9
GPU: Keep last output size in chained postshaders.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
978aa89768
GPU: Prevent infinite loops in postshader chains.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
8a626dffc5
GPU: Force nearest only for the upscaling filter.
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So, if we upscale and then apply an effect, we won't use nearest on that
effect.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
d9195c68b3
GPU: Move calculating render res to presentation.
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Since it best understands what the first postshader wants.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
477e988a68
GPU: Allow postshaders to have parents.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
b79ecc159f
GPU: Update postshader uniforms for each.
2020-05-16 12:04:36 -07:00
Unknown W. Brackets
2d8ea9576a
GPU: Process all postshader pipelines.
2020-05-16 12:04:36 -07:00
Unknown W. Brackets
5612f9b0af
GPU: Cleanup a comment, we use shorts now.
2020-05-16 12:04:36 -07:00
Unknown W. Brackets
31ffbbf44f
GPU: Move things around to be per postshader.
2020-05-16 12:04:36 -07:00
Henrik Rydgård
67ab51bb90
Merge pull request #12901 from iota97/postshader-setting
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Post shader setting uniform
2020-05-16 21:01:23 +02:00
Henrik Rydgård
02fdf0083f
Merge pull request #12910 from hrydgard/sdl-sample-rate-sysinfo
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SDL: Show the actually used sample rate in system info.
2020-05-16 20:59:28 +02:00
Henrik Rydgård
21edac4018
Merge pull request #12907 from hrydgard/savestate-number-display
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Display the savestate slot number when saving and loading state through shortcuts.
2020-05-16 19:56:48 +02:00
Henrik Rydgård
fce09f1865
Simplify how to get the debug stats from StereoResampler
2020-05-16 19:47:13 +02:00
Henrik Rydgård
b6a051dd49
Fix comment
2020-05-16 19:47:12 +02:00
Henrik Rydgård
c4f1143adc
Qt fix
2020-05-16 19:04:41 +02:00
Henrik Rydgård
b11c7774bc
Only show frames per buffer if the number is available through sysinfo
2020-05-16 19:03:15 +02:00
Henrik Rydgård
f77b78d429
Oops, need to pass an (invalid) slot number in headless too.
2020-05-16 18:38:30 +02:00
Henrik Rydgård
caf8e5496d
SDL: Show the actually used sample rate in system info.
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Right now it'll always be the requested 44100 though anyway.
2020-05-16 17:46:21 +02:00
Henrik Rydgård
6798d4887d
Merge pull request #12908 from sum2012/gpu-minor-
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Fix "Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256"
2020-05-16 15:44:20 +02:00
sum2012
fbc2bf116d
oop
2020-05-16 21:42:27 +08:00
sum2012
54ffe9b235
Fix "Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256"
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Fix #11660
based from
https://github.com/jpcsp/jpcsp/commit/f9a116f78a939f27440e5edd5fd0c70cddc78537
the varable name is differcult from jpcsp,so that I translate wrong.
2020-05-16 21:34:55 +08:00
Henrik Rydgård
5e7a837ff9
Display the savestate slot number when saving and loading state through shortcuts.
2020-05-16 15:20:22 +02:00
Henrik Rydgård
a63706925f
Very minor optimization in PresentationCommon (don't upload the indices every frame).
2020-05-16 14:56:38 +02:00
iota97
b07874cd00
Fix per game setting and pack setting in vec4
2020-05-16 09:27:53 +02:00
iota97
6c9eb4764c
Use map for settings
2020-05-16 00:52:38 +02:00
Henrik Rydgård
2527a66647
Merge pull request #12903 from hrydgard/thin3d-16bit-indices
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Thin3D: use 16-bit indices. Fixes #12898 .
2020-05-15 18:19:15 +02:00
iota97
a666635fa2
Post shader setting uniform
2020-05-15 18:08:52 +02:00
Henrik Rydgård
4bf92a66c5
Thin3D: use 16-bit indices. Fixes #12898 .
2020-05-15 18:07:07 +02:00
Unknown W. Brackets
192198ef3b
GPU: Oops, don't skip copy if stride different.
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Should've tested that change better, but wanted the mip level fix...
2020-05-14 18:45:06 -07:00
Henrik Rydgård
864d138cd9
Fix DarkStalkers after the just-merged refactoring.
2020-05-14 23:28:37 +02:00
Henrik Rydgård
cbb9b32271
Merge pull request #12883 from unknownbrackets/softgpu-postshader
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Refactor postshader handling to apply for softgpu / D3D9
2020-05-14 23:24:31 +02:00
Henrik Rydgård
d4b695cb78
Merge pull request #12895 from unknownbrackets/libretro
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Libretro: Add libpng17 to include flags
2020-05-14 07:39:07 +02:00
Unknown W. Brackets
8b4821bc05
Draw: Small optimization to callback.
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This allows the callback to say "I didn't copy, please copy for me." This
helps when additional conversions will be applied during the copy, or a
copy can be skipped.
Also, fixed a couple cases of the wrong mip level being used.
2020-05-13 20:30:24 -07:00
Unknown W. Brackets
03c661294b
Libretro: Add libpng17 to include flags.
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We compile in libpng17, so we should be using those headers.
May fix libretro compile on Windows. Not tested.
2020-05-13 18:32:13 -07:00
Unknown W. Brackets
7024a2877d
GPU: Take A off RGB565 conversion funcs.
2020-05-13 18:17:58 -07:00
Unknown W. Brackets
203da7d6e1
GPU: Use texclamp for postshader/present draw.
2020-05-13 18:15:04 -07:00
Unknown W. Brackets
22e46b51c2
GPU: Centralize DestroyAllFBOs().
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This cleans up the postshader update code.
2020-05-13 18:15:04 -07:00
Unknown W. Brackets
03e3a935da
GPU: Cleanup presentation flipping a bit.
2020-05-13 18:11:25 -07:00
Unknown W. Brackets
cb0f8cb373
D3D11: Allow pixel shader uniforms in Draw.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
884a64b932
GPU: Cleanup skip buffer texture draws.
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These will be used when a game does multiple transfers from RAM to the
screen, rather than one big one. Wasn't clearing some state, though.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
6b251dac4c
GPU: Simplify direct render when skipping buffers.
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This may have been uploading twice before, so there may be a small
performance improvement in some games now.
2020-05-13 18:10:09 -07:00