Henrik Rydgård
ccdb4d186d
gl-render-manager: Fix HW tesselation. Remove 1D texture support, likely no benefit.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
9945e011c6
GLES: Avoid a shutdown race condition.
...
Also handle DeviceLost before shutdown better.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
db0989a9d0
Debugger: Fix texture preview in GLES.
...
Also, fix issues with the first view of a texture in Vulkan / D3D11.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
e531a7da43
gl-render-manager: Implement logic ops
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
acb692677b
GLES: Accept a color mask for clears.
...
Otherwise, we end up clearing RGB when we try to only clear alpha, which
is fairly common.
Makes Valkyria Chronicles 3 action mode visible again.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
22bf124631
GLES: Document stencil clearing bug.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
790e3121d2
GLES: Move stencil upload state into render pass.
...
Without this, stencil upload simply failed silently. Fixes Star Ocean
stencil issues.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
a135035850
GLES: Ensure stencil upload clear in render pass.
...
Fixes crashes in Star Ocean.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
4f1b8d80a9
GLES: Bind texture on MakePixelTexture().
...
This is currently necessary because callers expect it. Also, move inside
render passes.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
af6431986d
OpenGL: Now run GL on a secondary thread. Sync issues remain.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
d0038775e5
TODOs and indentations
2018-01-27 15:10:17 +01:00
Henrik Rydgård
58854adb80
StencilBufferGLES: Move SetNoBlendAndMask to the right places.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
a642c1a990
Fix goof with the stencil buffer drawing
2018-01-27 15:10:17 +01:00
Henrik Rydgård
b7f4f6e157
GL render manager: Improve shader error reporting.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
5c7c7ce192
Move GL sampler state tracking into GLRenderManager/QueueRunner.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
af8e825578
Fix terrible drawing glitches when we do sync readbacks.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
542f9f9ef1
Assorted cleanup
2018-01-27 15:10:17 +01:00
Henrik Rydgård
63b9140ebf
Rip out async readbacks from FramebufferManagerGLES. They should be implemented in GLQueueRunner, differently.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
2b12776137
Remove viewport flipping where it's not needed
2018-01-27 15:10:17 +01:00
Henrik Rydgård
958078f603
GL render manager: Merge BindInputLayout into BindVertexBuffer.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
84ad7a2dba
Fix bug, works on Android now. Don't reuse textures.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
f99fa02ba7
Run the depal stuff, seems a bit broken. Add some state filtering.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
7c17cb6754
Fix showing savestate screenshots (needed mips)
2018-01-27 15:10:17 +01:00
Henrik Rydgård
1241abc887
Make sure we set GL_TEXTURE_MAX_LEVEL somewhere.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
d5c6786ead
Fix some texture memory bugs (yeah need to make copies..)
2018-01-27 15:10:17 +01:00
Henrik Rydgård
9094410fd1
gl-render-manager: Need to actually bind newly created textures.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
8a1e7347b9
GL render manager: Various fixes and cleanup including a buffered rendering fix, rect primitive fix
2018-01-27 15:10:17 +01:00
Henrik Rydgård
062608ad78
Start moving the framebuffer stuff over to the render manager
2018-01-27 15:10:17 +01:00
Henrik Rydgård
7e3e652963
Fix more gl-render-manager problems
2018-01-27 15:10:17 +01:00
Henrik Rydgård
51f467a7b3
Kill off the GL state cache
2018-01-27 15:10:17 +01:00
Henrik Rydgård
f3282dcfda
Delete the gl name cache (might resurrect it on the GLQueueRunner side if needed later). Other cleanup and fixes.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
46e1fbb788
Initial texture work. Bugfix indexed drawing
2018-01-27 15:10:17 +01:00
Henrik Rydgård
bd6818198a
More GLRenderManager
2018-01-27 15:10:17 +01:00
Henrik Rydgård
376d92fcc9
Start messing with the draw engine...
2018-01-27 15:10:17 +01:00
Henrik Rydgård
9340260802
Finish the shader manager (almost)
2018-01-27 15:10:17 +01:00
Henrik Rydgård
d565e23f4c
Stencil copy: Avoid clearing the depth buffer.
2017-12-31 01:06:31 +01:00
Henrik Rydgård
b5e5d72a0a
Complete the separation of depth and stencil renderpass flags
2017-12-30 22:52:22 +01:00
Henrik Rydgård
2dda2bfa78
Dual source blend: Remove bad #ifdef that killed dual src code on Android... oops. Re-enable on nVidia Shield TV/Tablet. Fixes #10136 properly.
2017-12-30 00:53:24 +01:00
Unknown W. Brackets
0151c5e649
GPU: Track stats on uploads.
...
A lot can lead to slowdown, so it's useful when logging frame drops.
2017-12-28 19:27:45 -08:00
Henrik Rydgård
c948a3df00
Merge pull request #10439 from unknownbrackets/intel-dualsrc
...
GLES: Allow dual src blend on newer Intel
2017-12-28 13:37:57 +01:00
Unknown W. Brackets
f9750dd137
Display: Avoid limiting FPS without a clear.
...
A bit of a dirty heuristic to avoid the slowdown in #8538 .
2017-12-26 19:37:40 -08:00
Unknown W. Brackets
025a806ab4
GPU: Remove FBO auto-download hack.
...
See #6261 . This should be replaced now with block transfer detection,
which is faster and doesn't cause crashes.
Games that previously required this setting should use block transfer
instead. If that doesn't work, it's a bug.
2017-12-25 11:17:59 -08:00
Unknown W. Brackets
0956fa3ff6
GPU: Reduce depth blits when not updated.
...
If the game initially clears the depth in a buffer, but then never uses
that depth again, don't keep blitting depth.
Improves #8538 , by preventing the depth blits in this case.
2017-12-24 11:52:15 -08:00
Unknown W. Brackets
49b41d1629
GLES: Allow dual src blend on newer Intel.
...
Fixes #10117 .
2017-12-24 09:41:00 -08:00
Henrik Rydgård
c3ac0659bd
Merge pull request #10430 from unknownbrackets/hwtess
...
Add another restriction for GL HW tessellation
2017-12-22 08:11:38 +01:00
Unknown W. Brackets
c5897a1c5c
GPU: Cleanup some feature flags usage.
2017-12-21 18:50:41 -08:00
Unknown W. Brackets
510f9652a0
GLES: Improve HW tess requirements validation.
...
We also need texelFetch of some kind, seen in reporting.
2017-12-21 18:44:47 -08:00
Unknown W. Brackets
8e2682d93c
GLES: Reduce conversion buf size if possible.
...
No need to use the stride for the temp buf. May avoid issues if the
driver crashes when reading outside the FBO.
2017-12-21 12:02:45 -08:00
Unknown W. Brackets
30871bfcd1
GLES: Avoid buffer on GLES2 for h=1 / CLUT.
2017-12-21 11:52:11 -08:00
Unknown W. Brackets
75aa65908c
GLES: Pack without stride where possible.
...
This may possibly help #10425 in case the behavior is different when going
over width when reading pixels.
2017-12-21 11:41:53 -08:00