Sacha
ecfe43c149
CityHash is not used anymore, so we won't compile it.
2013-10-28 03:26:00 +10:00
Sacha
2c74693f6c
VSync codepath only works on _WIN32 so only show it and check it there.
2013-10-27 23:09:46 +10:00
Henrik Rydgård
5408a06e6c
Merge pull request #4274 from unknownbrackets/fb-minor
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Detach framebuffers when texcache match fails, properly
2013-10-27 00:53:44 -07:00
Unknown W. Brackets
597b2fe597
Align the GPU so the tick count can be aligned.
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It's atomic for free on 64 bit, but only if it's aligned.
2013-10-26 18:29:44 -07:00
Sacha
4972e7b680
EnqueueList: Relocate code that depends on compatibility check to simplify the code
2013-10-27 03:49:46 +10:00
Unknown W. Brackets
30bf067787
Generate a texture name even for fbo textures.
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Otherwise, when it stops being a render-to-texture, we won't have a
texture name and we'll get confused. A texture name shouldn't be
expensive to generate in this case anyway.
2013-10-26 08:37:52 -07:00
Unknown W. Brackets
453be5530e
Make sure we recheck a fb tex that didn't match.
2013-10-26 08:35:53 -07:00
Unknown W. Brackets
42f7b42af4
Avoid getting stuck with a bad tex framebuffer.
2013-10-26 08:35:52 -07:00
Unknown W. Brackets
8b64a2c70c
Fix unlikely case in DrawPixels().
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If linesize doesn't match, also use convBuf.
2013-10-26 08:35:52 -07:00
Henrik Rydgård
1507358b45
Merge pull request #4322 from unknownbrackets/gpu-minor
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Make sure frag shader ID matches generated code
2013-10-26 08:28:41 -07:00
Unknown W. Brackets
2c56ccef18
Make sure frag shader ID matches generated code.
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Before, we would use an id with alphatest on, but not actually compile in
alphatest. Or, we would use a shader with alphatest, when we actually
could compile it out.
2013-10-26 02:19:02 -07:00
Unknown W. Brackets
f9352ad0b8
Update fbos even if they're not the display.
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But only when coming from a video or other safe source, to ensure we don't
hurt speed. Although, might be interesting to do it always?
With the previous commit, fixes #4273 .
2013-10-26 00:36:37 -07:00
Unknown W. Brackets
7aa70b473b
Set the viewport properly on video frame draw.
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Fixes #3771 , video frames being drawn at the wrong size at non-1x.
2013-10-26 00:32:03 -07:00
Henrik Rydgård
b896a29ec0
New attempt at solving #4272 by not using alpha in the backbuffer.
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If some effect ends up requiring destination alpha, just use buffered
rendering.
2013-10-25 12:44:21 +02:00
Unknown W. Brackets
deaaa99763
Exclude 0xFF from logging, happens a lot.
2013-10-24 22:03:10 -07:00
Unknown W. Brackets
ac027fac81
Fix missing uniform for GE_TEXMAP_TEXTURE_MATRIX.
2013-10-24 21:59:44 -07:00
Henrik Rydgard
3a787f46a5
Hide shaders we can't run on GLES2
2013-10-23 22:58:21 +02:00
Henrik Rydgård
5705acba04
Cleanup
2013-10-23 16:10:58 +02:00
Sacha
b0d7f758be
Remove QCOM binning control detection. Qualcomm suggests not to use it and it causes crashes on my Adrenos anyway.
2013-10-23 15:02:48 +10:00
Sacha
78d6ad6f80
Clean up GLES3init. Pass Blackberry version through to defines. Update QCOM binning comment.
2013-10-23 15:02:48 +10:00
Henrik Rydgard
5d47aabb08
Seems we need high precision for fog on PowerVR. #4287 might be fixed by this.
2013-10-22 19:56:06 +02:00
Henrik Rydgard
726de7086d
Fix postprocessing shaders on Tegra
2013-10-22 15:56:07 +02:00
Henrik Rydgard
2292531dd6
Small optimization for Disable Alpha Test - makes sure we don't generate the same shader twice.
2013-10-22 15:15:13 +02:00
Henrik Rydgard
a88ab80477
Only clear the shader cache when toggling "Disable alpha test"
2013-10-22 14:34:16 +02:00
Henrik Rydgard
cae2934c70
Buildfix
2013-10-22 13:40:51 +02:00
Henrik Rydgard
bf59f3db73
Add ugly hack setting for PowerVR to disable alpha test
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Causes glitches but the speedup is truly massive in some games so I relent :/
Please do not report graphics bugs when this is enabled...
Future: Maybe remove this setting except on PowerVR?
2013-10-22 13:00:19 +02:00
Henrik Rydgard
7d8aed096a
Add proper support for upscaling shaders, add Spline36 upscaling
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Spline36 isn't as amazing as I had hoped heh. And it will need work to
work in GLSL ES. Anyway...
This also renames u_texcoordDelta to u_texelDelta to fit in with u_pixelDelta.
2013-10-22 12:18:49 +02:00
Henrik Rydgard
492fcb261b
Reset viewport in CopyDisplayToOutput. Fixes flickering video in non-1:1 resolutions in some games.
2013-10-22 11:19:06 +02:00
Henrik Rydgard
0dd0948f81
The built-in draw2d shader doesn't need a version number specified
2013-10-21 00:42:46 +02:00
danyalzia
4567acaf92
Only turn on filtering in FMV when alpha test isn't enabled
2013-10-20 20:15:25 +05:00
Henrik Rydgard
f5a63d7d41
Better fix for the UINT_64 define issue on android
2013-10-20 13:52:31 +02:00
Unknown W. Brackets
afb578a325
Use the newer interface for Qt's gpu debugging.
2013-10-20 00:14:39 -07:00
Unknown W. Brackets
edb4472927
Fix some formatting warnings.
2013-10-19 14:57:45 -07:00
Unknown W. Brackets
9a9aa5b194
Fix initialization order warnings.
2013-10-19 14:57:45 -07:00
Sacha
eb19a8b869
Include shaders in the installable packages for Blackberry, Symbian, Meego.
2013-10-17 14:29:34 +10:00
Henrik Rydgard
80702109f5
Move gpu vendor detection to native with the rest of the gl init.
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Also disable vertical layout for mainscreen entirely.
2013-10-16 00:48:44 +02:00
danyalzia
79d2710dad
Move PostShader.* under the "Common" filters
2013-10-15 15:37:19 +05:00
Henrik Rydgard
8b5eff3677
Only turn off filtering on color test in through mode. Should fix #4192 , #4202
2013-10-15 11:59:32 +02:00
Unknown W. Brackets
9fe1a99ab3
Fix some warnings.
2013-10-14 22:09:21 -07:00
Unknown W. Brackets
59bfaa30c7
Copy/paste fail.
2013-10-14 19:33:35 -07:00
Henrik Rydgard
0c2c1751f5
Windows: Let's not link with D3DX, requiring that DLL, until we actually use the D3DX shader compiler.
2013-10-15 01:16:43 +02:00
Henrik Rydgård
ffbac62f01
Merge pull request #4162 from unknownbrackets/debugger
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Add more formatting to GE debugger, cleanup, step prim
2013-10-14 02:50:11 -07:00
raven02
bf7c9fe631
Force Nearest when color test enabled and rendering resolution greater than 480x272
2013-10-14 17:07:45 +08:00
Unknown W. Brackets
991aa03273
A few more texture related formats.
2013-10-13 13:52:23 -07:00
Unknown W. Brackets
428a8181e5
Format stencil and alpha tests differently.
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One is the stored value on the right, the other is the vertex value on
the left.
2013-10-13 13:52:21 -07:00
Unknown W. Brackets
479a9801d4
Shutdown issues: the legend continues.
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If the gpu was slow (softgpu for example), it might still be accessing
memory. Need to let it wake, and ignoring coreState too.
2013-10-13 09:35:02 -07:00
Unknown W. Brackets
9cbb1cb8d3
Warning fix.
2013-10-13 09:34:54 -07:00
Henrik Rydgård
cdba174ab7
Merge pull request #4148 from unknownbrackets/config-files
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Allow config files and fonts to be on the memstick
2013-10-13 04:01:01 -07:00
Henrik Rydgard
e54107033d
Don't crash on post-shader compile errors.
2013-10-13 12:06:55 +02:00
Unknown W. Brackets
c1897b9e54
Compare stencil correctly based on bitdepth.
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All sorts of funny rules. See comments here:
https://github.com/hrydgard/ppsspp/pull/4150
2013-10-12 22:20:38 -07:00