Commit Graph
27006 Commits
Author SHA1 Message Date
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.
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-
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"
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
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.
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
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
Libretro: Add libpng17 to include flags
2020-05-14 07:39:07 +02:00
Unknown W. Brackets 8b4821bc05 Draw: Small optimization to callback.
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.
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().
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.
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.
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.
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