Henrik Rydgård and GitHub
6bf6490c2f
Merge pull request #11128 from unknownbrackets/gpu-minor
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Minor framebuffer code cleanup
2018-06-06 22:28:35 +02:00
Henrik Rydgård and GitHub
9f1125ae33
Merge pull request #11078 from unknownbrackets/debugger-spline
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GE Debugger: Show bezier/spline in preview
2018-06-06 20:40:10 +02:00
Unknown W. Brackets
9aad4dc848
GE Debugger: Cleaned repetition in spline preview.
2018-06-06 05:59:14 -07:00
Unknown W. Brackets
1829902171
GE Debugger: Show bezier/spline in preview.
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Ignoring some things about normals and colors since they don't matter.
2018-06-06 05:59:14 -07:00
Unknown W. Brackets
2f859425a8
GPU: Use unordered_map for tempFBOs.
2018-06-06 05:56:30 -07:00
Unknown W. Brackets
dca159c47e
GPU: Correct sw flat shading color on Vulkan/D3D.
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It was only correct on GLES before. This only fixes software transform.
2018-06-06 05:53:50 -07:00
weihuoya
e01e77e025
fx depal int precision for opengl es
2018-06-01 00:58:44 +08:00
Henrik Rydgård
011e57c0e7
Always specify GLSL version 450 when compiling Vulkan shaders.
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Bit of a risky change so late in the game but it's wrong, it needs fixing.
See for example the comments to https://github.com/hrydgard/ppsspp/commit/fb7a63bd11ba785209babfe9631956110d46c9bf
2018-05-13 20:42:17 +02:00
Unknown W. Brackets
abbab23814
D3D11: Use a dedicated slot for the depal texture.
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Otherwise it affects shader blending.
2018-05-06 08:58:54 -07:00
Unknown W. Brackets
8d07e6d985
GPU: Prevent temp FBOs from overwriting each other.
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Sometimes we'd use two temp FBOs in the same draw (e.g. shader blending +
depal.) This could cause the same temp FBO to get used for two purposes,
causing weird behavior.
2018-05-06 08:57:44 -07:00
Henrik Rydgård
29c41c6a35
Implement shader depal for Vulkan. See #10908 . Bilinear filter not yet implemented.
2018-04-13 14:19:01 +02:00
Henrik Rydgård
163350bbcd
Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable.
2018-04-13 08:58:05 +02:00
Henrik Rydgård
dbe52c8135
Remove some obsolete checks - software skinning is now supported even if morphcount isn't 1.
2018-04-10 13:09:01 +02:00
Henrik Rydgård
00f3bf6102
Revert "Start removing support for hardware skinning."
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This reverts commit dcb773d624 .
2018-04-10 12:31:21 +02:00
Henrik Rydgård
ccd594dae7
Revert "VertexLoader: Remove now-unused weights translation code"
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This reverts commit 44100c6c1d .
2018-04-10 12:30:49 +02:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
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This reverts commit 40db61a680 .
2018-04-10 12:22:41 +02:00
Henrik Rydgård
8953d7ff73
Revert "Comment fixes, reindentation."
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This reverts commit 6fa9fcefb2 .
2018-04-10 12:14:23 +02:00
Henrik Rydgård
1c99ebcbcc
Fix DecFmt bug
2018-04-10 12:12:47 +02:00
Henrik Rydgård
6a90b8fbb4
Revert "Further cleanup after the removal of hardware skinning."
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This reverts commit f086a0915f .
Increment the shader cache version. Restore some more.
2018-04-10 11:38:02 +02:00
Henrik Rydgård
69309aa400
Revert "Remove some remains of software skinning"
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This reverts commit 2d33d526b8 .
2018-04-10 11:21:56 +02:00
Unknown W. Brackets
fd183715ec
Vulkan: Decimate when there are many slabs.
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This helps avoid one little texture holding onto a whole slab.
Won't change behavior when they are full, since then the cacheSizeEstimate
should be fairly high.
2018-04-06 21:42:32 -07:00
Henrik Rydgård
86966684d4
Vulkan: Remove the wrapper struct around VulkanTexture
2018-04-05 23:23:14 +02:00
Henrik Rydgård and GitHub
d3164d77d4
Merge pull request #10845 from LunaMoo/SSAAflag
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Add SSAA flag for post process shaders
2018-04-04 15:40:26 +02:00
Unknown W. Brackets
d70568abd2
GPU: Fix s8 norm with skin and morph.
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Fixes #10851 .
2018-04-02 19:18:16 -07:00
LunaMoo
ffac542f95
Change to int to allow higher supersampling scale.
2018-04-02 13:44:28 +02:00
LunaMoo
199106cad6
Add SSAA flag for post process shaders,
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enforces 2x auto resolution, to be used with blurry effects
Also includes a perf. friendly example using simplified gauss filter
2018-04-01 17:00:10 +02:00
Henrik Rydgård
c41273d333
When binding a framebuffer to a texcache entry, delete its texture. Should help #10823
2018-03-29 13:29:09 +02:00
Unknown W. Brackets and GitHub
68930a4291
Merge pull request #10788 from hrydgard/remove-texture-update
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Remove the remains of updating texture contents instead of recreating.
2018-03-25 12:07:08 -04:00
Henrik Rydgård
f9555da05b
When listing post-shaders, use the "name" specified in the ini as default, when looking up translations.
2018-03-25 11:53:11 +02:00
Henrik Rydgård
f967e206b8
Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
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Also this is good for terminology, no more confusion with the texture
replacement facility :)
2018-03-25 10:50:37 +02:00
aliaspider
23dae72bce
prevent reads of uninitialized memory.
2018-03-22 22:25:04 +01:00
Henrik Rydgård
648b4eac51
Shrink the vertexCount field in DeferredDrawCall to the 16 bits required.
2018-03-18 09:42:05 +01:00
Henrik Rydgård
0ee058320a
Pass new vulkan validation layers. Fix math in FindTransferFramebuffers.
2018-03-17 23:39:02 +01:00
Henrik Rydgård
614cabb115
Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs.
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The raw pipeline cache got pretty large. Instead, store IDs like GL.
There's still a disabled option to store the pipeline cache objects.
2018-03-16 21:03:03 +01:00
Henrik Rydgård
2d33d526b8
Remove some remains of software skinning
2018-03-16 20:38:05 +01:00
Henrik Rydgård
4ee941dab1
Vulkan: Fix bug where we didn't always reset dynamic state after readbacks.
2018-03-16 15:52:43 +01:00
Henrik Rydgård
d8651fd85b
Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
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Probably a very small perf optimization.
2018-03-12 11:17:45 +01:00
Henrik Rydgård
b6cbbceac9
MOVUPS to be safe.
2018-03-05 16:23:07 +01:00
Henrik Rydgård
91b565ae20
Minor simplification in X86/X64 vertex decoder jit
2018-03-05 13:19:36 +01:00
Henrik Rydgård
4cf5999bc8
Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible.
2018-03-05 12:28:10 +01:00
Henrik Rydgård
f086a0915f
Further cleanup after the removal of hardware skinning.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
6fa9fcefb2
Comment fixes, reindentation.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Henrik Rydgård
44100c6c1d
VertexLoader: Remove now-unused weights translation code
2018-03-05 00:03:47 +01:00
Henrik Rydgård
dcb773d624
Start removing support for hardware skinning.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
66cbad443a
Add necessary decode functions to support morph+skin
2018-03-05 00:03:47 +01:00
Henrik Rydgård
45cfda4aa0
Small refactoring in VertexDecoderCommon
2018-03-05 00:03:47 +01:00
Henrik Rydgård
d3665a8482
Minor cleanup
2018-03-05 00:03:47 +01:00
Henrik Rydgård
07afda1db0
Add an extra check to FindTransferFramebuffers to avoid misdetecting fb blits that end up out of bounds when we perform them.
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Affected Burnout Legends (which would crash the Vulkan device)
2018-02-28 01:01:45 +01:00
Henrik Rydgård
f5dd9c17cd
Add comment trying to clarify shutdown of GPU_GLES, restore the wipe, minor tweaks. Should help #10652
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This reverts commit 10be0cad96 .
2018-02-27 22:04:24 +01:00