Commit Graph
26884 Commits
Author SHA1 Message Date
Henrik Rydgård ead4946fd2 Merge pull request #11411 from unknownbrackets/cullrange
GPU: Dirty more correctly for cullrange params.
2018-09-22 09:57:22 +02:00
Henrik Rydgård 26da224763 Merge pull request #11413 from unknownbrackets/ui-minor
UI: Keep report image at right aspect ratio
2018-09-22 09:53:44 +02:00
Unknown W. Brackets d1c9da6a9a UI: Maintain aspect better on screenshots.
In case they are on a thin screen or something.
2018-09-21 23:27:28 -07:00
Unknown W. Brackets 3bba9df133 UI: Keep report image at right aspect ratio. 2018-09-21 23:24:36 -07:00
Unknown W. Brackets 67058495f5 GPU: Dirty more correctly for cullrange params.
Was previously missing some settings which might convince us to use large
viewports, and more importantly some that would impact the depth settings
under certain settings.
2018-09-21 21:55:11 -07:00
Henrik Rydgård 9fddfff666 Merge pull request #11407 from unknownbrackets/cullrange
GPU: Correct handling of large viewport scaling
2018-09-21 09:18:31 +02:00
Unknown W. Brackets 4a5320ed7d GLES: Refactor out duplicate code. 2018-09-20 20:40:32 -07:00
Unknown W. Brackets cd0662c065 GPU: Cleanup outdated flushbefore code.
Backends didn't match.
2018-09-20 20:36:41 -07:00
Unknown W. Brackets e90ffdb8e1 GE Debugger: Fix tex preview race condition.
If we redraw the tex preview first, we need this for the VAO.  Oops.
2018-09-20 20:33:20 -07:00
Unknown W. Brackets a8588b0c5c GPU: Correct handling of large viewport scaling.
Need to multiply not divide, duh.  Also lost the offset during refactor,
and didn't test it well.
2018-09-20 20:29:46 -07:00
Henrik Rydgård 92b857ceb4 Merge pull request #11405 from AreaScout/master
Fix: should close on spec #11404
2018-09-20 22:48:49 +02:00
AreaScout 0dbe5d7249 Fix: should close on spec #11404 2018-09-20 15:06:49 +00:00
Henrik Rydgård c69e4261d6 Merge pull request #11402 from unknownbrackets/depthclamp
D3D11: Enable depth clamping
2018-09-19 09:38:19 +02:00
Unknown W. Brackets b7d84926fa D3D11: Enable depth clamping.
Uses the same logic as Vulkan, improving #9545 on most D3D11 devices.
2018-09-18 21:49:17 -07:00
Unknown W. Brackets 1f881d7904 Android: Buildfix for CMake 3.6.
The buildbot doesn't support GREATER_EQUAL.
2018-09-18 19:31:26 -07:00
Unknown W. Brackets 025e478d2f Merge pull request #11401 from hrydgard/lighten-depth-workaround
Vulkan: Only apply the depth/discard workaround on Qualcomm devices (adreno)
2018-09-18 18:33:53 -04:00
Henrik Rydgård c1f0e981a3 Throw in very minor fix (apply readonly to buffer used in tesselation).
Validation layer seems buggy though as it still complains that we haven't
enabled the feature vertexPipelineStoresAndAtomics
2018-09-18 23:53:16 +02:00
Henrik Rydgård 5975f471e2 Vulkan: Only apply the depth workaround on Qualcomm devices (adreno)
We've seen issues, and the validation layer still doesn't like them very much...
2018-09-18 23:46:45 +02:00
Henrik Rydgård 637a17a66c Fix small and scary Vulkan bug (leftover from skinning-removal revert) 2018-09-18 23:38:38 +02:00
Henrik Rydgård acfd688647 Merge pull request #11393 from unknownbrackets/cullrange
Implement vertex range culling
2018-09-18 23:21:42 +02:00
Henrik Rydgård 3f34c7a213 Merge pull request #11400 from unknownbrackets/ui-minor
UI: Fix occassional issue starting second game
2018-09-18 09:52:06 +02:00
Henrik Rydgård 27ef79b0bd Merge pull request #11366 from AreaScout/odroid_compile
Add: some helpers to compile on ODROID-XU4/XU3
2018-09-18 09:51:42 +02:00
Unknown W. Brackets ed90ab4fa6 UI: Fix occassional issue starting second game.
Sometimes render() would be called before update() after creating
EmuScreen, and we'd exit out instead of starting the game.
2018-09-17 22:45:09 -07:00
Unknown W. Brackets 52baec21a8 GPU: Refactor cull range calculation together. 2018-09-17 22:27:25 -07:00
Unknown W. Brackets 9859827645 Vulkan: Avoid depth clamp with clip range.
Vulkan clamps to the clip range, not the full range.  So when clipping, we
don't really want to clamp at all.  Unfortunately, when one side is
clipping, we can't do it exactly right.

But many games clip depth, like Dissidia.  Fixes #11260.
2018-09-17 21:43:29 -07:00
AreaScout 95556e8d03 Add: some helpers to compile on ODROID-XU4/XU3 2018-09-17 20:01:12 +00:00
Unknown W. Brackets 44ba31fbc6 Vulkan: Implement verex range culling.
Also D3D11, since they are very similar.
2018-09-17 07:27:26 -07:00
Unknown W. Brackets 639a3f406d D3D9: Implement vertex range culling. 2018-09-17 07:27:26 -07:00
Unknown W. Brackets ab3a466621 GLES: Implement vertex range culling.
Based on tests, skips triangles with any point outside the 4096x4096 box,
except when depth clamping would engage.
2018-09-17 07:27:26 -07:00
Unknown W. Brackets ad6938de5a Merge pull request #11392 from hrydgard/android-hw-scale-off
Android: Don't use "hw scaling" on modern devices by default.
2018-09-16 16:55:01 -04:00
Henrik Rydgård 3f849bb946 Android: Don't use "hw scaling" on modern devices by default.
It seems to cause more problems than it's worth, see #11151
2018-09-16 21:05:13 +02:00
Henrik Rydgård d63d2b9548 Merge pull request #11391 from hrydgard/discord-links
Add some links to Discord where appropriate.
2018-09-16 20:50:50 +02:00
Henrik Rydgård 5d64107b0f Add some links to Discord where appropriate. 2018-09-16 20:04:10 +02:00
Henrik Rydgård e2f20f7720 Merge pull request #11390 from AreaScout/touch
Add: allow touch screen events on fullscreen
2018-09-16 11:48:01 +02:00
AreaScout 57bf9e3048 Add: allow touch screen events on fullscreen 2018-09-16 07:11:15 +00:00
Henrik Rydgard 66e13f774d Merge branch 'zminhquanz-cpu-detection' 2018-09-14 13:11:19 +02:00
Vũ Minh Quân 49e2a2db6e Add TSX Extension
Add logic for TSX Check
2018-09-14 13:09:27 +02:00
Vũ Minh Quân 2c92ad5888 Add some extension
Need to add some check extension
2018-09-14 13:09:27 +02:00
Henrik Rydgård a1e33fd9f5 Merge pull request #11388 from unknownbrackets/cpuinfo
Use OS to detect core count
2018-09-14 12:52:47 +02:00
Unknown W. Brackets 36f298dbcb x86: Use OS for cores on Mac OS X too. 2018-09-13 20:36:31 -07:00
Unknown W. Brackets 9351146a28 x86: Use OS to detect core count.
On Windows and Linux, at least.  This should be more reliable than what we
used before.
2018-09-13 19:51:47 -07:00
Henrik Rydgård 6d0ed4ad07 Merge pull request #11382 from AreaScout/compile_option
Add: -ffast-math compiler option to anything other then Intel
2018-09-12 10:33:23 +02:00
AreaScout 468c508b3a Add: -ffast-math compiler option to anything other then Intel 2018-09-11 19:12:09 +00:00
Henrik Rydgård 6ffa5bdcaf Merge pull request #11380 from unknownbrackets/softgpu
GPU: Handle bad fog params as large signed vals
2018-09-10 09:45:38 +02:00
Unknown W. Brackets 797327eecd GPU: Handle bad fog params as large signed vals.
From tests, it seems they're just treated as valid exponents.

Using 65535 since that's the range of depth, can't think of a game using a
larger value for a fog parameter, probably never even this large.
2018-09-10 00:28:02 -07:00
Henrik Rydgård e2a9f6acdd Merge pull request #11379 from unknownbrackets/softgpu
Correct interactions between fog, doubling, and color testing
2018-09-10 09:23:11 +02:00
Unknown W. Brackets 817b5d7c1c SoftGPU: Support fog on 3D rectangles. 2018-09-09 23:59:48 -07:00
Unknown W. Brackets 022670d882 GPU: Apply fog before color test.
Hardware tests confirm the fog result is what's color tested.
2018-09-09 23:59:48 -07:00
Unknown W. Brackets 8eb011c22d GPU: Clamp after color doubling.
This is needed for blending to be correct - it blends a clamped value.
2018-09-09 20:27:39 -07:00
Unknown W. Brackets 703181607e GPU: Apply color test after doubling. 2018-09-09 20:09:48 -07:00