Henrik Rydgard
8883156e45
Yet another try at taking care of the GPD crashes in #11063 .
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Thanks tiagao for all the testing.
2018-10-22 09:59:49 +02:00
Henrik Rydgård
292d2f44ee
GL: Also skip gl calls in ThreadEnd during shutdown on Android. May help #11063
2018-10-21 09:14:02 +02:00
Henrik Rydgård
aea5f38a15
Fix issue where skipGLCalls_ wasn't respected. May help #11063
2018-10-20 15:59:33 +02:00
Henrik Rydgård
f77975d79b
Address additional comments.
2018-10-06 21:36:47 +02:00
Henrik Rydgård
a3a94bdd33
Avoid calling any GL calls during shutdown on Android. Should help #11063
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The context is already lost and we're really running shutdown when the process is woken
up again. Additionally, orderly shutdown through the button doesn't happen
on the render thread so remove a couple of asserts that are wrong.
2018-10-06 21:31:52 +02:00
Henrik Rydgård
9b7061b383
Vulkan: Apply Themaister's patch, removing illegal pre-transitions of swapchain images. Fixes #11417
2018-10-03 21:39:16 +02:00
Unknown W. Brackets
b7d84926fa
D3D11: Enable depth clamping.
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Uses the same logic as Vulkan, improving #9545 on most D3D11 devices.
2018-09-18 21:49:17 -07:00
Henrik Rydgård
637a17a66c
Fix small and scary Vulkan bug (leftover from skinning-removal revert)
2018-09-18 23:38:38 +02:00
AreaScout
95556e8d03
Add: some helpers to compile on ODROID-XU4/XU3
2018-09-17 20:01:12 +00:00
Unknown W. Brackets
2388be544f
Debugger: Fix crash in softgpu with no texaddr yet.
2018-09-04 21:54:25 -07:00
Unknown W. Brackets
557748d65b
Merge pull request #11336 from hrydgard/android-text-crash-fix
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Set a minimum of 1x1 for Android text bitmap measurement.
2018-08-30 19:02:40 -04:00
Henrik Rydgård
8e6a1bc849
Set a minimum of 1x1 for Android text bitmap measurement.
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Should fix some crashes seen on Google Play
2018-08-30 19:49:33 +02:00
Unknown W. Brackets
1b79924038
Debugger: Fix texture readback in GLES.
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Was using the wrong size, causing the buffer not to be allocated large
enough. This caused crashes sometimes.
2018-08-29 22:09:10 -07:00
Unknown W. Brackets
3f48e446b6
GPU: Fix texture handling on framebuf detach.
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We were never creating/recreating the texture, so we ended up with null.
Caused all sorts of problems.
2018-08-25 09:57:37 -07:00
Henrik Rydgård
42f4d7b40f
OpenGL: Fix bug where we could end up calling glUniformMatrix without a bound program. Found by GL debug callback on NV.
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This adds a bit of extra checking that's only enabled in _DEBUG builds.
2018-07-28 11:09:01 +02:00
Unknown W. Brackets
716e6ad3a2
GLES: Include shader compile status in log/report.
2018-06-30 10:10:42 -07:00
Unknown W. Brackets
b13c5fbe5d
GLES: Read compile/link errors consistently.
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Sometimes blank ones are getting reported, so let's be more careful.
2018-06-30 09:16:25 -07:00
Unknown W. Brackets
81f74e4287
Vulkan: Assert on some creates failing.
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Before was only checking in debug builds.
2018-06-24 07:35:19 -07:00
Unknown W. Brackets
5028486630
thin3d: Cleanup some unused/uninitialized warnings.
2018-06-24 07:34:07 -07:00
Unknown W. Brackets
03edd6129a
GLES: Cut down on use of USING_GLES2.
2018-06-17 20:51:34 -07:00
Unknown W. Brackets
35ccd16746
GLES: Restore stencil/depth readback for debugger.
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Only works on desktop GL.
2018-06-16 16:04:25 -07:00
Unknown W. Brackets
469d8a6a41
GPU: Screenshot output in BGRA if that's native.
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This is a decent chunk faster.
2018-06-16 13:48:50 -07:00
Unknown W. Brackets
c97023568c
thin3d: Fix requesting BGRA buffers.
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Should be fine to request BGRA->BGRA.
Also, the reverse flags were wrong/ignored on the format.
2018-06-16 13:31:08 -07:00
Unknown W. Brackets
1cfb21931d
Vulkan: Properly transition stencil/depth for read.
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Need to transition the entire texture, so both aspects must be set.
2018-06-09 18:27:29 -07:00
Unknown W. Brackets
e90b01d9ac
thin3d: Convert BGRA8888 to RGB888 for screenshots.
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In case we prefer BGRA for some buffer in Vulkan. Also reporting.
2018-06-06 05:56:29 -07:00
Henrik Rydgård
8ee3cd52e8
D3D11: Allow the user to select rendering device.
2018-06-06 10:20:12 +02:00
Henrik Rydgård
b037efdb55
If there are multiple Vulkan devices, show a setting to allow the user to choose.
2018-06-06 10:20:12 +02:00
Unknown W. Brackets
e6af167cd9
Merge pull request #11119 from hrydgard/vk-nulltexture
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Never bind a NULL image view in Vulkan, not even through thin3d
2018-06-01 23:53:18 -04:00
Unknown W. Brackets
72af11f9f6
Merge pull request #11118 from hrydgard/framebuffer-download-size
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When creating temp framebuffers for download, size them using bufferWidth/Height instead of width/height.
2018-06-01 23:51:59 -04:00
Henrik Rydgård
8d3dbee823
Fix a GL error when taking a screenshot in non-buffered. May help #11056
2018-06-01 22:25:27 +02:00
Henrik Rydgård
04fefa2417
Vulkan image readback: Fix a couple scary cases of wrong argument order in image transitions, leading to transitioning 0 mips
2018-06-01 22:16:20 +02:00
Henrik Rydgård
2917f3ffbb
Better return the right pointer.
2018-06-01 22:05:21 +02:00
Henrik Rydgård
c1d113e0e9
When creating temp framebuffers for download, size them using bufferWidth/Height instead of width/height.
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Or maybe we should make sure to only download within the width/height by
adding more clamps at the beginning of ReadFramebufferToMemory but seems
more dangerous.
Plus some minor things.
Should help #11113
2018-06-01 21:16:07 +02:00
Henrik Rydgård
9485b04914
Never bind a NULL image view in Vulkan no matter what.
2018-06-01 18:51:37 +02:00
Unknown W. Brackets
f369086987
D3D11: Fix crash on screenshot.
2018-05-31 00:04:40 -07:00
Henrik Rydgård
3f7474e5b8
More (disabled by default) gl error logging..
2018-05-30 18:14:13 +02:00
Henrik Rydgård
7e756544ee
Add a missing virtual destructor, fix a warning
2018-05-30 18:01:49 +02:00
Henrik Rydgård
b1df7b2cd0
Thin3D: Handle binding a null texture better.
2018-05-29 23:35:27 +02:00
Henrik Rydgård
87beddc393
Merge pull request #11084 from hrydgard/crash-fix-attempts-1.6
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Various fixes for 1.6.1
2018-05-27 23:27:57 +02:00
Unknown W. Brackets
423309da50
Vulkan: Don't merge render passes if read from.
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In the future, we might actually track dependencies so we can smartly
sort the render passes instead.
See #11079 - screen got brighter because a cleared framebuffer was used as
a texture.
2018-05-27 14:15:54 -07:00
Henrik Rydgård
b730d187e8
Add some paranoid checks guided by stack traces from Google Play
2018-05-27 22:12:59 +02:00
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
Henrik Rydgård
a3bbe87914
D3D11 CopyFBToMemory: Clamp rect to fb size. Last-minute style fix, should really debug where the bad parameters came from.
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Affects MGS Peace Walker intro
2018-05-03 23:12:39 +02:00
Henrik Rydgård
3f7602227c
Windows: If neither OpenGL nor D3D9 is available, offer an escape route into D3D11.
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This does happen on some fresh Win10 installations.
We really should do something much nicer and more automatic, but that's for later.
2018-05-03 22:19:07 +02:00
Unknown W. Brackets
ec5d1a8722
Vulkan: Leave removed commands in render passes.
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We'll just need to not check commands.empty(), which we do in a couple
places but not in important ways so far.
2018-05-03 08:04:57 -07:00
Unknown W. Brackets
954f93046f
Vulkan: Keep state on Clear cmds when used later.
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This also removes duplicate state - for example our UI has some duplicate
Scissor commands.
2018-05-03 07:18:40 -07:00
Henrik Rydgård
73d6446d72
Merge pull request #10997 from unknownbrackets/vulkan-clear
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Vulkan: Discard draws immediately before clear
2018-05-03 09:23:17 +02:00
Unknown W. Brackets
844015b7f8
Vulkan: Discard draws immediately before clear.
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Fixes #10163 , a crash on Adreno when a clear is the last thing in a render pass.
2018-05-02 19:23:49 -07:00
Henrik Rydgård
92a46e9a08
Merge pull request #10984 from unknownbrackets/gl-screenshot
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Fix GLES game screenshots
2018-04-29 19:32:03 +02:00
Unknown W. Brackets
170e871c54
thin3d: Report unsupported format conversion.
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Better we know than ignore.
2018-04-29 10:23:53 -07:00