Commit Graph
4497 Commits
Author SHA1 Message Date
Henrik Rydgard 0e74ba6dc0 Fix R/B swap in D3D11 depal 2017-04-04 11:35:30 +02:00
Henrik Rydgard 22d5acb40e Depal: Use the full CLUT mode setting as the depal shader key. Fixes #9550 for both D3D11 and D3D9. 2017-04-04 11:09:29 +02:00
Henrik Rydgård 6b9b26f521 Forgot to fix this accessor too 2017-04-03 18:06:49 +02:00
Henrik Rydgård d0f3e5cb89 Don't wipe the Vulkan pipeline key, allow for building it incrementally 2017-04-03 17:26:54 +02:00
Henrik Rydgård 156bd47155 D3D11: Don't manually wipe the state keys. Make sure that the keys are properly initialized. 2017-04-03 17:20:31 +02:00
Henrik Rydgård 5a8e9c4f71 Port some accessors over from #9255 to be able to catch these changes and dirty state later. 2017-04-03 17:04:58 +02:00
Henrik Rydgård 1faae8b6d6 Port some other minor changes over from #9255 2017-04-03 16:47:30 +02:00
Henrik Rydgård 0903bfb5f5 More D3D11 reorg 2017-04-03 16:37:11 +02:00
Henrik Rydgård 73d762f506 Reorganize raster state mapping 2017-04-03 16:37:11 +02:00
Henrik Rydgard cffb1d7014 Reorganize depth-stencil 2017-04-03 16:37:11 +02:00
Henrik Rydgard d581a96d79 All backends: Reorganize blend state mapping to make dirty-tracking easier 2017-04-03 16:37:08 +02:00
Henrik Rydgard c54999d26a Even the vertex interpreter, not just the jit, can crash from misaligned vertex data. 2017-04-02 23:57:59 +02:00
Henrik Rydgard 97058b4db7 Apply the D3D11 loco roco fix identically to the other backends
To make centralization easier, and this should be a problem for the
other backends as well.
2017-04-01 21:17:58 +02:00
Henrik Rydgard 2ebba56758 Fix crash in LocoRoco with D3D11 when hitting a spiky (a broken texture gets created with too many mipmaps for its size) 2017-04-01 20:36:44 +02:00
Henrik Rydgard 7230a8b427 Remove the "Disable alpha test" setting. It breaks too many things.
The  performance benefits in a few games on older hardware are not worth it.
We are able to automatically remove redundant alpha test in many cases now.
2017-04-01 11:36:35 +02:00
Henrik RydgårdandGitHub b0b72cd63e Merge pull request #9510 from xebra/fix_hwtess_gles
Fix hwtess gles
2017-03-28 13:17:32 +02:00
xebra 73a898df2a GLES:Fix again compatibility for instanced rendering. 2017-03-28 19:49:37 +09:00
Unknown W. Brackets 32a07b9aa9 Texcache: Sprinkle comments on the secondary cache. 2017-03-26 10:18:43 -07:00
Henrik Rydgard c8187dd35c If an entry already exists in the secondary texture cache, delete it properly. Fixes #9503 2017-03-26 18:33:11 +02:00
Unknown W. BracketsandGitHub 67fb745278 Merge pull request #9505 from hrydgard/remove-gl-bgra-path
Remove BGRA path from GLES.
2017-03-26 10:43:45 -04:00
Henrik RydgårdandGitHub c1b37bd2ad Merge pull request #9506 from xebra/fix_hwtess_gles
GLES:Fix compatibility checks for instanced rendering.
2017-03-26 12:08:20 +02:00
xebra 04e1e1a460 GLES:Fix compatibility checks for instanced rendering. 2017-03-26 19:00:20 +09:00
Henrik Rydgard 10f144ef2e Remove BGRA path from GLES. Less code to test and support and it does no longer appear to have any benefit. See new comments in #5874 2017-03-26 11:39:25 +02:00
Unknown W. Brackets bc31415bfc Texcache: Fix "reuse changed textures".
Broken by 9876365, which stopped generating new texture names/ptrs.
2017-03-25 15:30:58 -07:00
Unknown W. Brackets bb39c2e458 Texcache: Rehash textures after mem invalidation.
Before, we were doing this when we enqueued.  We need to at least do this
when an invalidation is triggered.
2017-03-25 11:49:15 -07:00
Unknown W. Brackets 7fb7a4877d Texcache: Cleanup last bound tex invalidation.
When we're deleting, we're always about to bind a new tex.
2017-03-25 11:42:24 -07:00
Henrik RydgårdandGitHub 33db883024 Merge pull request #9492 from unknownbrackets/frame-drops
Allow debug logging of frame drops
2017-03-24 20:37:18 +01:00
xebra ca7f265b11 [spline/bezier]Change all backends vertex texture format to RGBA(16 bytes). 2017-03-24 13:29:05 +09:00
Unknown W. Brackets 438af2f4fa Core: Separate collecting and displaying stats. 2017-03-23 18:57:18 -07:00
xebra f4737cc1fa Fix f14b7549. 2017-03-24 00:02:18 +09:00
xebra e6af91f1b0 [spline/bezier]Trying to fix a problem that wrong texture format causes a crash. 2017-03-23 23:57:03 +09:00
xebra f14b75492d [spline/bezier]Split SendDataToShader() into two functions. 2017-03-23 23:28:38 +09:00
LunaMoo 4a2677e0c6 Revert unintentional change from: https://github.com/hrydgard/ppsspp/commit/429bf5d8b31092fb7211b94517e590cbd51e1cdb 2017-03-23 11:54:54 +01:00
Henrik RydgårdandGitHub f5e5614645 Merge pull request #9479 from hrydgard/uwp-initial-support
UWP initial support
2017-03-23 10:03:22 +01:00
Henrik Rydgård 22782b6439 UWP: Fix DPI calculations for touch. Implement back button support. 2017-03-23 10:02:29 +01:00
Henrik Rydgård 86990b3752 Disable shader translation on UWP mobile for now (TLS issues) 2017-03-23 10:02:28 +01:00
Henrik RydgårdandGitHub 5e2d5fdcab Merge pull request #9486 from xebra/fake_mipmap
Add support fake mipmap hacks to D3D11.
2017-03-23 09:57:33 +01:00
Henrik Rydgård 4151fc5250 Adjust DIRTY_ALL_UNIFORMS to match the new reality. 2017-03-23 09:55:50 +01:00
xebra d475c752d4 Add support fake mipmap hacks to D3D11. 2017-03-23 15:14:49 +09:00
Unknown W. Brackets 1b02734e56 GL: Avoid common-case shuffling video/raw draws. 2017-03-22 21:00:28 -07:00
Unknown W. Brackets 3fbb545451 Allow MakePixelTexture to use a subrange.
For example, if it has a larger texture it wants to reuse, it can control
this via texcoords.  Let's keep it at top left, though.
2017-03-22 20:56:26 -07:00
Unknown W. Brackets 1932f4097b Fix a type conversion warning. 2017-03-20 07:21:54 -07:00
Henrik RydgårdandGitHub 7eb13a6861 Merge pull request #9463 from unknownbrackets/resize
Fix crash on resize due to overridden property
2017-03-20 09:14:00 +01:00
Unknown W. Brackets d4ff7cc928 Spline: Simplify uniforms/dirty to one check.
This makes backends more consistent in which values they use, and reduces
the (relatively uncommon compared to other drawcalls) dirty checks for
splines.
2017-03-19 20:05:56 -07:00
Unknown W. Brackets ade110bcc8 Fix crash on resize due to overridden property. 2017-03-19 16:38:42 -07:00
Henrik Rydgard c502692490 Minor cleanup 2017-03-19 18:00:57 +01:00
Henrik Rydgard 1566ab9ac3 With this, lens flare works in 2x+ in Burnout Legends. #9361 2017-03-19 17:54:21 +01:00
Henrik Rydgard 2eed2a28c7 D3D11: Avoid a framebuffer copy when reading back data if rendering at 1x
Fix the size of the framebuffer copy.
2017-03-19 17:54:21 +01:00
Unknown W. Brackets 9b42515ef7 D3D11: Correct GE debugger stencil value display.
When hovering over a pixel, if we send a float, it won't show the 0-255
value, which we'd prefer for stencil values.  This is the easy fix.
2017-03-19 07:45:52 -07:00
Unknown W. Brackets a1f59deafe Fix some type narrowing warnings and typos. 2017-03-19 07:44:31 -07:00