Unknown W. Brackets
46063961a8
Windows: Translate all items by id, not position.
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Fixes #11571 .
2018-11-28 21:46:55 -08:00
Henrik Rydgård
9bda7cb64e
Merge pull request #11600 from sum2012/yugioh-save-tool
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yugioh save fix tool
2018-11-28 01:04:13 +01:00
sum2012
b82b42fab0
Use compat setting instead
2018-11-27 22:45:51 +08:00
Henrik Rydgård
a0c061a37d
Merge pull request #11602 from mrfixit2001/patch-1
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Avoid possible compile error: conflicting defs
2018-11-26 22:54:16 +01:00
mrfixit2001
53e6fbadf4
fix ifdef vs if defined
2018-11-26 16:02:25 -05:00
mrfixit2001
0ab6c59fbe
Avoid possible compile error: conflicting defs
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In some cases, depending on the build flags, these two lines can be actively compiled at the same time, resulting in a conflicting definitions error:
https://github.com/hrydgard/ppsspp/blob/master/GPU/Common/DrawEngineCommon.h#L41
https://github.com/hrydgard/ppsspp/blob/master/GPU/Common/TextureDecoder.h#L88
I believe all that's necessary here is to add these "or" clauses to avoid it and safeguard against the error.
2018-11-26 14:59:14 -05:00
sum2012
ee34a73e80
yugioh save fix tool
2018-11-26 21:34:00 +08:00
Henrik Rydgård
d08a2eed6d
Merge pull request #11594 from unknownbrackets/cullmode
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GPU: Correctly flush on cull mode change
2018-11-26 09:29:15 +01:00
Henrik Rydgård
a3bf2ee626
Merge pull request #11597 from unknownbrackets/softgpu-texmtx
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SoftGPU: Calculate texcoords in transform
2018-11-26 09:28:44 +01:00
Unknown W. Brackets
3c5455f85b
SoftGPU: Calculate texcoords in transform.
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No need to do it in rasterization, and should be faster to do it on the
verts, anyway. This fixes the software issue of #11595 , presumably
because of the w handling.
2018-11-25 19:19:11 -08:00
Unknown W. Brackets
1f898e3b70
GPU: Correctly flush on cull mode change.
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Fixes #11593 and fixes #11591 .
2018-11-25 16:56:39 -08:00
Henrik Rydgård
8e56c62c28
Merge pull request #11592 from unknownbrackets/savestate
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SaveState: Retry failed state screenshots
2018-11-25 19:02:21 +01:00
Unknown W. Brackets
38461ed821
UI: Allow sorting saves by date too.
2018-11-25 08:21:31 -08:00
Unknown W. Brackets
b8b4763ef2
SaveState: Retry failed state screenshots.
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See #10815 - happens when the device is resized before the save state.
2018-11-25 08:20:23 -08:00
Unknown W. Brackets
2582e3e89e
Merge pull request #11590 from hrydgard/attempt-fix-glsl-depal
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Attempt to fix glsl depal error reported in #11588 (ATI/AMD)
2018-11-25 09:18:40 -05:00
Henrik Rydgård
c5c1c46f38
Attempt to fix glsl depal error reported in #11588 (ATI/AMD)
2018-11-25 11:33:02 +01:00
Henrik Rydgård
04f57bd49b
Merge pull request #11584 from unknownbrackets/depal
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D3D11: Allow shader blend to self
2018-11-24 22:23:10 +01:00
Unknown W. Brackets
c2e7263601
D3D11: Correct shader bounds apply.
2018-11-24 10:51:47 -08:00
Unknown W. Brackets
fd97d82c71
D3D9: Correct shader bounds apply.
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Also, use triangle strip like D3D11.
2018-11-24 10:47:49 -08:00
Unknown W. Brackets
d9510f8824
D3D11: Allow shader blend to self.
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It was forcing from black before. See #9616 .
2018-11-24 10:19:28 -08:00
Henrik Rydgård
d1910de166
GL: Realized we need another sanity check in the readback code
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Added similar checks to Vulkan, just because.
2018-11-24 17:20:56 +01:00
Henrik Rydgård
88f9eda4be
GL: Realized we need another sanity check in the readback code
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Added similar checks to Vulkan, just because.
2018-11-24 17:20:06 +01:00
Henrik Rydgård
036baf04d0
Merge pull request #11580 from unknownbrackets/softgpu
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SoftGPU: Oops, properly apply pixel mask in 16-bit
2018-11-23 17:01:53 +01:00
Unknown W. Brackets
e664e1c1dd
SoftGPU: Oops, properly apply pixel mask in 16-bit.
2018-11-23 07:57:39 -08:00
Henrik Rydgård
04b4dedfca
Have to increment the build number due to a mistake, so make it 1.7.4
v1.7.4
2018-11-23 16:17:54 +01:00
Henrik Rydgård
a59019a43a
Update readme for 1.7.3
v1.7.3.1
2018-11-23 16:05:31 +01:00
Henrik Rydgård
2a65f224e6
1.7.3
v1.7.3
2018-11-23 13:29:42 +01:00
Henrik Rydgård
4942c52f73
Merge pull request #11172 from weihuoya/cullface
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handle cullface, help to #10597
2018-11-23 09:56:17 +01:00
Henrik Rydgård
fedc72eff5
Revert "Android: Fix Vulkan immersive startup."
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This reverts commit 5a5483ca93 .
2018-11-23 09:51:16 +01:00
Henrik Rydgård
c1e1076c68
Merge pull request #11577 from unknownbrackets/lighting
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Correct provoking vertex for lighting when flat shading
2018-11-23 09:32:16 +01:00
Unknown W. Brackets
529efded1c
GE Debugger: Fix display of raw normals.
2018-11-22 17:53:36 -08:00
Unknown W. Brackets
cd6783fa0d
GPU: Use provoking normal for lighting with flat.
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This might interact strangely with skinning of texture matrix mapping, but
they're not likely to be used together.
2018-11-22 17:52:14 -08:00
Unknown W. Brackets
11a8857a7e
SoftGPU: Correct clipping for flat shading.
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It needs to use the provoking color, regardless of culling or clipping.
Fixes Blade Dancer lighting (see #4140.)
2018-11-22 17:48:55 -08:00
Henrik Rydgård
d6b8d9bfe5
VK: Fix sometimes-missing images in GameScreen. Can't load textures from update(). (should probably make that possible though.. later).
2018-11-22 23:55:43 +01:00
Henrik Rydgård
3d20ddecc5
VK: Fix sometimes-missing images in GameScreen. Can't load textures from update(). (should probably make that possible though.. later).
2018-11-22 23:53:58 +01:00
Henrik Rydgård
c789c34274
Merge pull request #11575 from unknownbrackets/texture-self
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GLES: Fix render-to-self detection
2018-11-22 20:05:16 +01:00
Henrik Rydgård
d9493009c7
Merge pull request #11574 from unknownbrackets/lighting
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Correct various light param issues based on tests
2018-11-22 20:04:46 +01:00
Unknown W. Brackets
87085d18f0
GLES: Fix render-to-self detection.
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Was broken by the recent fb_address changes, so match Vulkan and D3D11
for consistency.
2018-11-22 09:26:12 -08:00
Unknown W. Brackets
1c19bce514
GPU: Correct specular exponent zero.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
4816bfc1a6
GPU: Skip specular on negative diffuse factor.
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This is correct per hardware tests, see #8403 . Note that the PS3 emulator
running PSP HD remasters does not correctly handle this, and applies
specular for negative diffuse factor.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
6e46d6c0f9
GPU: Correct powered diffuse with exp=0.
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Just to ensure negative factors are handled too, as they are on hardware.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
1cec9f5ea1
GPU: Handle spot light with 0 exp or length.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
9a4cd5bd9d
GPU: Skip specular on powered diffuse.
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Matches hardware tests and improves lighting for Virtua Tennis, see #4140 .
2018-11-22 07:59:56 -08:00
Unknown W. Brackets
c944063d03
Reporting: Ignore link error with bad shaders.
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We only need the issue reported once.
2018-11-22 07:58:08 -08:00
Henrik Rydgård
442b57033f
Attempt to fix the last very common issue of #11493 by being paranoid
2018-11-21 22:40:54 +01:00
Henrik Rydgård
dc49e839dd
VK: Workaround for validation bug (will be fixed in the next Vulkan SDK)
2018-11-21 22:29:21 +01:00
Henrik Rydgård
0fd5d10ab8
Attempt to fix the last very common issue of #11493 by being paranoid
2018-11-21 22:15:01 +01:00
Henrik Rydgård
8d8c7f5d08
Merge pull request #11572 from hrydgard/preset-shader-asserts
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Assert even in release mode if preset shaders fail to compile.
2018-11-21 18:57:44 +01:00
Henrik Rydgård
429a1fce01
Assert even in release mode if preset shaders fail to compile. This is just to help track down a Play crash.
2018-11-21 18:14:26 +01:00
Henrik Rydgård
f2244f789e
VK: Add extra safety checks around font texture creation. Motivated by some Play crashes.
2018-11-21 17:34:54 +01:00