Commit Graph
27588 Commits
Author SHA1 Message Date
Unknown W. Brackets a41fbb9225 softgpu: Fix postshader on 5551.
This also fixes rendering on Windows 7 Direct3D 11.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets 8fdc557040 D3D9: Attempt PS/VS 3.0 if it doesn't work with 2.
So that postshaders can work.  Downside is, if we write a UI shader that
requires 2.0, we may not notice... but I think the risk is not that high.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets 2faab0e082 GPU: Use postshader for direct VRAM draws again.
Also centralize the pixel texture code while at it.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets 762b656ea2 GPU: Use a texture directly for MakePixelTexture.
This makes it easier to do things with it.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets 2653e50200 softgpu: Avoid RB swizzle when using a postshader.
So that it can post-process correctly.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets f9697c2c32 Vulkan: Allow frag shader UBO reads. 2020-05-13 18:10:09 -07:00
Unknown W. Brackets e309712fed Vulkan: Correct missing offsets in Draw.
Was silently ignoring them.  Caused stretch in postshaders.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets d4f4e87e66 Vulkan: Correct postshader sampler binding.
This was causing a lost device.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets ddd3af2297 Draw: Actually use the index offset parameter.
I'm not sure we need it, but having a param used only on one backend is
confusing.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets 3aa8287b74 softgpu: Enable postshader support. 2020-05-13 18:10:09 -07:00
Unknown W. Brackets 0e5b17eb9c GLES: Fix reuse of vertex data buffer.
Direct3D 11 and OpenGL had some issues with this being reused for both
renders.  Caused OpenGL to appear flipped.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets fa6544b737 GPU: Cleanup leftover postshader stuff. 2020-05-13 18:10:09 -07:00
Unknown W. Brackets b6b0f11f6c UI: Allow postshaders on D3D9.
Since they work now - at least, some of the shaders do.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets cb94487a16 GPU: Move post shader handling to new class.
Currently, Vulkan is not working properly and direct (RAM -> output) is
not hooked up.  But in general, it works.
2020-05-13 18:10:06 -07:00
Unknown W. Brackets d17c5b30e1 D3D9: Enable postprocessing of post shaders. 2020-05-13 18:07:25 -07:00
Unknown W. Brackets b91b7aaa0a Draw: Enable backwards compat on D3D11 shaders.
To match/support postshaders.
2020-05-13 18:07:25 -07:00
Unknown W. Brackets c025eab86e Draw: Add more uniform types.
Only because we might have float a[2]; float b[2];...
2020-05-13 18:07:25 -07:00
Unknown W. Brackets 9b8157f624 Draw: Allow specifying a tag on shaders.
This way they are not always "thin3d" when using Draw.
2020-05-13 18:07:25 -07:00
Unknown W. Brackets 0b26eaaa7a GPU: Move a bit more to new display approach. 2020-05-13 18:07:25 -07:00
Unknown W. Brackets 57bd88fc33 softgpu: Allow display rotation. 2020-05-13 18:07:25 -07:00
Unknown W. Brackets 23218a58e3 softgpu: Allow configuring Google Cardboard.
This is also relevant where softgpu is forced, i.e. Darkstalkers.
2020-05-13 18:07:25 -07:00
Unknown W. Brackets a03e368566 GPU: Move cardboard/etc. to PresentationCommon.
Now this works on softgpu as well.

Some hacks for backend differences...
2020-05-13 18:07:25 -07:00
Unknown W. Brackets 61cca61d0c Vulkan: Fix Draw usage of framebuffers. 2020-05-13 18:07:25 -07:00
Unknown W. Brackets d39b0bdca2 GPU: Split FramebufferCommon into two classes.
Only some things moved over so far.

FramebufferCommon does too much, we want to share it with softgpu without
all the buffer management stuff.
2020-05-13 18:07:22 -07:00
Unknown W. Brackets 1b9440611a softgpu: Fix texture overlap.
Mainly happened when we had wide textures and split them up between GPUs.
2020-05-13 17:53:00 -07:00
Henrik Rydgård 009efa5c58 Merge pull request #12889 from sum2012/gpu-minor
Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256
2020-05-13 23:25:56 +02:00
Henrik Rydgård e68d561fa3 Merge pull request #12894 from unknownbrackets/postshader
GPU: Handle buffer overhead in postshader uniforms
2020-05-13 21:49:30 +02:00
Unknown W. Brackets a2b99e23d2 GPU: Handle buffer overhead in postshader uniforms.
Framebuffers may be temporarily larger than the estimated width, because
we estimate different sizes for them and resizing is expensive.

This moves accounting for that to texelDelta instead of pixelDelta.
2020-05-13 08:39:50 -07:00
Henrik Rydgård 8571686341 Merge pull request #12891 from unknownbrackets/android-arg
Android: Oops, fix start with space in filename
2020-05-13 07:23:20 +02:00
Unknown W. Brackets 54896432df Android: Oops, fix start with space in filename. 2020-05-12 21:21:22 -07:00
Unknown W. Brackets b1ae90dd03 Global: Add some defs for MSVC highlighting.
Just want this file not to be a sea of errors.  Before it said ifs etc.
were wrong too, because it didn't think things were functions.
2020-05-12 21:20:50 -07:00
Henrik Rydgård 0e5957e67e Temporarily disable YuGiOh save fix (experiment in issue #7914) 2020-05-12 23:24:55 +02:00
sum2012 c7e58a79e3 Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256
thanks gid15
2020-05-12 21:30:25 +08:00
Henrik Rydgård f23dd7635c Merge pull request #12882 from hrydgard/vulkan-fix-renderpass-opt
Vulkan: Don't merge render passes where the second one begins with a clear.
2020-05-11 00:18:59 +02:00
Henrik Rydgård c1d32e8b3e D3D11: Better set current texture to null first, otherwise we can run into another issue. 2020-05-10 23:42:52 +02:00
Henrik Rydgård f708396bda Fix a comment 2020-05-10 23:10:57 +02:00
Henrik Rydgård 73c253e2ac D3D11: Fix a bind ordering issue in depal (only a problem with debug layer enabled) 2020-05-10 23:10:57 +02:00
Henrik Rydgård b0a163ba2e ColorConv: Fix a few conversions that missed the lower bits of each component. 2020-05-10 23:10:57 +02:00
Henrik Rydgård a34c773b13 Vulkan: Don't merge render passes where the second one begins with a clear.
God of War optimization survives this check, thankfully.

Force Unleashed doesn't, but meh, it's not as bad there anyway.
2020-05-10 23:10:57 +02:00
Henrik Rydgård 6edf4ddc57 Merge pull request #12881 from unknownbrackets/android-size
Refactor Android resize management and improve restart
2020-05-10 17:11:23 +02:00
Henrik Rydgård d8923dff5c Merge pull request #12878 from unknownbrackets/gpu-bof-cleanup
GPU: Split up software transform into phases
2020-05-09 23:59:26 +02:00
Unknown W. Brackets ccc7ae54af Android: Avoid multiple resizes in a row.
This was sometimes happening when ui callbacks etc. would trigger in
certain patterns of using the app.  Might have been related to sizing
problems.

Delaying the resize by 10ms when the surface is unchanged seems okay.
2020-05-09 14:47:48 -07:00
Unknown W. Brackets d328e161d7 UI: Add more options to touch test screen. 2020-05-09 14:06:54 -07:00
Unknown W. Brackets 03fc86a147 UI: Return to game settings after restart.
This is more convenient.  Also restarts the game if needed.

Added a way to pass args to Android here as well, and fixed displaying an
error if the shortcut file doesn't exist on Android (like if you deleted
it after creating the shortcut.)
2020-05-09 13:53:42 -07:00
Unknown W. Brackets dddaa57392 Windows: Fix GL reinit on backend switch. 2020-05-09 12:20:42 -07:00
Unknown W. Brackets f60d80b24e Android: Move a bit more size handling. 2020-05-09 11:26:06 -07:00
Unknown W. Brackets 040ba2b3ff Android: Reassert sustained perf when going ingame. 2020-05-09 11:10:48 -07:00
Unknown W. Brackets 581a288852 Android: Refactor size maintenance to own class. 2020-05-09 11:10:04 -07:00
Unknown W. Brackets 9573e7216b Windows: Make init crash warnings more generic.
Let's not trap ourselves in the mindset that it MUST be graphics.
2020-05-08 23:24:19 -07:00
Unknown W. Brackets ba566ef26a GPU: Minor lighting cleanup in software transform.
In this case, unlitColor is already materialAmbient.
2020-05-08 23:09:24 -07:00