Unknown W. Brackets
d1fa9b97a3
GPU: Remove some unused fields.
2018-06-17 11:26:09 -07:00
Unknown W. Brackets
ccef997a7a
GE Debugger: Fix asserts when reading debug tex.
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This is unfortunate, but right now BuildTexture() applies the sampling
settings which happen within a render pass. So we must have a render
pass.
2018-06-11 14:56:25 -07:00
Henrik Rydgård and GitHub
6bf6490c2f
Merge pull request #11128 from unknownbrackets/gpu-minor
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Minor framebuffer code cleanup
2018-06-06 22:28:35 +02:00
Henrik Rydgård and GitHub
03175b74ef
Merge pull request #10957 from unknownbrackets/depal-bounds2
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GPU: Dirty tex when clearing or rendering to self
2018-06-06 22:22:01 +02:00
Unknown W. Brackets
4f93b1d136
GLES: Removed unused skip copy code.
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Now it was just making the buffer larger for no reason. Before, it
allowed us to skip the convBuf copy.
2018-06-06 05:56:30 -07:00
Unknown W. Brackets
8f354e5312
GPU: Minor framebuffer code cleanup.
2018-06-06 05:56:30 -07:00
Unknown W. Brackets
7c8780bfb6
GPU: Remove some unused code.
2018-06-06 05:56:29 -07:00
Unknown W. Brackets
dca159c47e
GPU: Correct sw flat shading color on Vulkan/D3D.
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It was only correct on GLES before. This only fixes software transform.
2018-06-06 05:53:50 -07:00
Unknown W. Brackets
61fc1cdcfb
GPU: Dirty tex when clearing or rendering to self.
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This way if we're blitting, we'll re-blit.
2018-06-06 05:52:49 -07:00
zhang wei
3380bbb0c6
save cache before clear
2018-06-04 22:00:29 +08:00
Henrik Rydgård
c1d113e0e9
When creating temp framebuffers for download, size them using bufferWidth/Height instead of width/height.
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Or maybe we should make sure to only download within the width/height by
adding more clamps at the beginning of ReadFramebufferToMemory but seems
more dangerous.
Plus some minor things.
Should help #11113
2018-06-01 21:16:07 +02:00
Henrik Rydgård
c964bc4ba2
Fix another of these pesky GL task switching bugs.
2018-05-30 19:29:26 +02:00
Henrik Rydgård
1c17373039
GLES: Properly restore the pointer to the render manager in more places
2018-05-29 23:07:22 +02:00
Henrik Rydgård
0d6be3a476
GLES: Refresh the draw context in DrawEngineGLES on DeviceRestore. How did we miss this?
2018-05-27 22:25:15 +02:00
Henrik Rydgård
b730d187e8
Add some paranoid checks guided by stack traces from Google Play
2018-05-27 22:12:59 +02:00
Henrik Rydgård
ab65c5210c
GLES shader depal fix. Again, this is disabled by default so should not affect anything.
2018-05-14 21:20:51 +02:00
Henrik Rydgård
4ba9fe3e0e
GLES depal (currently disabled): Use high int precision.
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Should fix issue mentioned in https://github.com/hrydgard/ppsspp/commit/fb7a63bd11ba785209babfe9631956110d46c9bf
2018-05-13 20:51:20 +02:00
Unknown W. Brackets
8d07e6d985
GPU: Prevent temp FBOs from overwriting each other.
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Sometimes we'd use two temp FBOs in the same draw (e.g. shader blending +
depal.) This could cause the same temp FBO to get used for two purposes,
causing weird behavior.
2018-05-06 08:57:44 -07:00
Henrik Rydgård
698bd75209
Fix regression caused by the new depal code for Vulkan. Fixes #10993
2018-05-04 22:24:11 +02:00
Unknown W. Brackets
3eb0450998
Depal: Reapply texture when bounds change.
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Since we need each slice of the texture when we use bounds to reduce the
size. Fixes #10951 .
2018-04-22 10:43:46 -07:00
Henrik Rydgård
f17890623c
Shader depal: fix bilinear filter coord
2018-04-13 20:57:36 +02:00
Henrik Rydgård
fb7a63bd11
Implement shader depal for GL as well, but disabled by default.
2018-04-13 20:00:14 +02:00
Henrik Rydgård
117dad8a48
Just add some constants for the GL texture slots.
2018-04-13 09:11:08 +02:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
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This reverts commit 40db61a680 .
2018-04-10 12:22:41 +02:00
Henrik Rydgård
8953d7ff73
Revert "Comment fixes, reindentation."
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This reverts commit 6fa9fcefb2 .
2018-04-10 12:14:23 +02:00
Henrik Rydgård
1c99ebcbcc
Fix DecFmt bug
2018-04-10 12:12:47 +02:00
Henrik Rydgård
6a90b8fbb4
Revert "Further cleanup after the removal of hardware skinning."
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This reverts commit f086a0915f .
Increment the shader cache version. Restore some more.
2018-04-10 11:38:02 +02:00
Henrik Rydgård
69309aa400
Revert "Remove some remains of software skinning"
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This reverts commit 2d33d526b8 .
2018-04-10 11:21:56 +02:00
Henrik Rydgård
ca0fb77080
Assorted cleanups. Don't assert on no clear mask.
2018-04-06 23:29:44 +02:00
Henrik Rydgård
2cd8bd9bc3
Fixes to in-game GPU shutdown/switching. Fixes #10860
2018-04-05 20:26:29 +02:00
Henrik Rydgård
398d375568
Fix issue in TextureCacheGLES::DeviceRestore
2018-04-05 20:17:30 +02:00
Henrik Rydgård
b06df3536e
Auto unregister push buffer on deletion.
2018-04-05 17:53:03 +02:00
Henrik Rydgård
feb3870f7d
Also take control over Begin/End
2018-04-05 17:34:32 +02:00
Henrik Rydgård
8d6bbc54a9
Minor refactoring moving creation/deletion of GLPushBuffer to GLRenderManager
2018-04-05 17:31:12 +02:00
Henrik Rydgård
1d6263d5eb
More GL shutdown fixes. Partially fixes #10868
2018-04-05 12:28:59 +02:00
Unknown W. Brackets
c6ef547176
GLES: Show post-shader compile errors to user.
2018-04-01 19:47:19 -07:00
Unknown W. Brackets
db756b6aeb
GLES: Show post-shader translate errors to user.
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Usually these should be syntax errors, so better to let them know it
happened.
2018-04-01 19:47:02 -07:00
Henrik Rydgård
01d81ffa72
OpenGL: Fix texture wrapping of render targets.
2018-03-28 11:23:41 +02:00
Henrik Rydgård
f967e206b8
Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
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Also this is good for terminology, no more confusion with the texture
replacement facility :)
2018-03-25 10:50:37 +02:00
Henrik Rydgård
99af1d58ad
OpenGL task switching fix
2018-03-17 13:45:12 +01:00
Henrik Rydgård
9761d8930d
Bump GL shader cache version
2018-03-17 02:01:11 +01:00
Henrik Rydgård
6858c77612
Don't allow wrapping on framebuffer textures. Fixes GTA on old NV Shield
2018-03-17 01:54:11 +01:00
Henrik Rydgård
614cabb115
Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs.
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The raw pipeline cache got pretty large. Instead, store IDs like GL.
There's still a disabled option to store the pipeline cache objects.
2018-03-16 21:03:03 +01:00
Henrik Rydgård
2d33d526b8
Remove some remains of software skinning
2018-03-16 20:38:05 +01:00
Carlos Estrague / Mrc_munir and GitHub
f3040949a3
Fix a typo extra " in some header
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Fix a typo introduced in https://github.com/hrydgard/ppsspp/pull/10715
2018-03-13 20:16:41 +01:00
Henrik Rydgård
7a8310ae5e
Tiny unification of code. Save the GL shader cache a bit less often.
2018-03-13 13:35:58 +01:00
Henrik Rydgård and GitHub
a0fa199ce3
Merge pull request #10715 from unknownbrackets/loading
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UI: Show more detailed loading status
2018-03-13 10:44:07 +01:00
Unknown W. Brackets
88e01c7944
UI: Show more detailed loading status.
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It's sometimes taking longer, so this may make it easier to identify.
See #10673 .
2018-03-12 18:06:46 -07:00
Henrik Rydgård
d8651fd85b
Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
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Probably a very small perf optimization.
2018-03-12 11:17:45 +01:00
Henrik Rydgård
6fa9fcefb2
Comment fixes, reindentation.
2018-03-05 00:03:47 +01:00