Henrik Rydgård
b6a051dd49
Fix comment
2020-05-16 19:47:12 +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
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
a63706925f
Very minor optimization in PresentationCommon (don't upload the indices every frame).
2020-05-16 14:56:38 +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
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
Unknown W. Brackets
a41fbb9225
softgpu: Fix postshader on 5551.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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To match/support postshaders.
2020-05-13 18:07:25 -07:00
Unknown W. Brackets
c025eab86e
Draw: Add more uniform types.
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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.
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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.
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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.
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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.
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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.
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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
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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
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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.
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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