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 Rydgård and GitHub
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. Brackets and GitHub
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 Rydgård and GitHub
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 Rydgård and GitHub
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 Rydgård and GitHub
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 Rydgård and GitHub
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 Rydgård and GitHub
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