Unknown W. Brackets
6b9b00aa16
Assume DUALSOURCE replace alpha means supported.
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We already check supports when generating this value, don't need to check
again when using it.
2016-03-05 17:18:04 -08:00
Unknown W. Brackets
212848c1cc
Explicitly enable dual source blending in shader.
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Without this, the shader fails to compile on SHIELD devices with
up-to-date drivers. It may have also been failing on other devices.
The specification notes that the #extension line must be used.
2016-03-05 13:27:27 -08:00
Unknown W. Brackets
7dfe8b58dc
Clear attrMask on bad shader compile.
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This prevents various crashes when incorrect attributes are enabled.
2016-03-05 13:14:25 -08:00
Unknown W. Brackets
505ff99461
Maintain and use a freelist for buffer objects.
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Only for sized buffers, which are the ones we gain something from reusing.
2016-02-28 15:10:41 -08:00
Henrik Rydgard
5f761c346b
Attempt workaround for #8610
2016-02-28 11:06:49 +01:00
Unknown W. Brackets
095624867a
d3d9: Enable GPU info in D3D9 reporting.
2016-02-13 09:51:09 -08:00
Unknown W. Brackets
346e98046d
Forgot to remove this report, not needed now.
2016-02-13 09:31:03 -08:00
Unknown W. Brackets
5894431fa0
Correct buffer size for offset download.
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We need h, not h - y. Should be #7819 .
2016-02-11 22:30:44 -08:00
Henrik Rydgard
5bfeafc037
PackFramebufferSync_: Check for bad parameters that could cause crash
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My theory for the #7819 crash
2016-02-11 22:10:54 +01:00
Unknown W. Brackets
271829c991
Consider depth blitting a slow framebuffer effect.
2016-02-10 21:02:19 -08:00
Henrik Rydgard
35b6c7341b
Fix a bunch of memory leaks, after enabling file+line-number memory leak tracking for the MS Debug CRT.
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Few of these were serious, most were on-exit, but good to have a cleaner memory report after running.
2016-02-10 15:36:10 +01:00
Unknown W. Brackets
8b51bc5b0b
Fix debugging and depth packing with old depth.
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Which means, OpenGL in general right now.
2016-02-07 22:42:47 -08:00
Unknown W. Brackets
eab0278af4
Fallback to per-vertex depth rounding on GLES2.
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Instead of not-working 24->16 now that it's disabled.
2016-02-06 20:42:01 -08:00
Unknown W. Brackets
0e85225e29
Bring back the depth range hack.
2016-02-06 20:28:45 -08:00
Unknown W. Brackets
f1c06d25ea
Switch to old-style depth in OpenGL.
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Some devices really aren't handling the new method well. There seem to be
accuracy problems when specifying the values to OpenGL.
2016-02-06 20:21:14 -08:00
Unknown W. Brackets
87b75235e7
Improve depth accuracy a bit in 16-bit slice mode.
2016-02-06 20:02:18 -08:00
Victor Xie
dc32805256
Made commit 0920f6c
a little more robust.
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Eliminated division-by-zero when depth range is zero.
2016-02-01 13:17:15 +08:00
Unknown W. Brackets
4ff78d3c55
d3d9: Use SSE at least for depth copies.
2016-01-31 09:00:00 -08:00
Unknown W. Brackets
623448f852
d3d9: Support blitting depth on frame switch.
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Can be optimized more, but this makes Jeanne d'Arc work in D3D9 now. Not
sure why it didn't work before.
2016-01-30 23:47:51 -08:00
Henrik Rydgård
3be90586b1
Merge pull request #8486 from unknownbrackets/gpu-clut
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Ignored rendered CLUTs that are in the margins
2016-01-23 18:07:53 +01:00
Unknown W. Brackets
c593b7cdfd
Ignored rendered CLUTs that are in the margins.
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Fixes issues with Ridge Racer on some mobile devices.
2016-01-23 09:02:30 -08:00
Henrik Rydgard
82ed16fbfd
Make sure we detect ES 3.0 the same way in both vertex and fragment shaders
2016-01-23 16:57:24 +01:00
Unknown W. Brackets
e30ab95179
d3d9: Fix maxSeenV when not known.
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And just make the code reused between both. Fixes #8478 .
2016-01-22 18:48:54 -08:00
Unknown W. Brackets
e964e15ed3
Correct savestate of running GE list.
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Fixes #8459 .
2016-01-21 22:14:47 -08:00
Henrik Rydgård
cd35684a46
Merge pull request #8454 from unknownbrackets/gpu-depth-round
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Add pixel depth rounding to d3d9, gles2 and support forcing via config
2016-01-21 09:41:26 +01:00
Henrik Rydgård
24cad4cab5
Merge pull request #8468 from unknownbrackets/minor
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Add a small assert and some warning fixes
2016-01-21 09:40:32 +01:00
Unknown W. Brackets
9354e253bd
Fix some warnings in shader cache read.
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In case something gets truncated.
2016-01-21 00:24:45 -08:00
Unknown W. Brackets
597596884e
Add a smart C FILE * helper.
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When all you want is for it to close by itself on error.
2016-01-20 23:33:56 -08:00
Unknown W. Brackets
79792a3c38
d3d9: Account for half-pixel z offset.
2016-01-20 22:53:47 -08:00
Unknown W. Brackets
0443fbebd0
Add methods to download depth to PSP RAM.
2016-01-20 22:11:03 -08:00
Unknown W. Brackets
2916298695
gedbg: Add scaled 16-bit z support.
2016-01-20 22:11:02 -08:00
Unknown W. Brackets
f9970dba94
d3d9: Respect per-pixel depth rounding.
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Using the 16-bit depth range.
2016-01-20 22:11:01 -08:00
Unknown W. Brackets
27dba51e70
Add fallbacks where low quality depth is required.
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Even on GLES2, this should work. Also check the depth before applying
rounding - we might even already be 24-bit.
2016-01-20 22:11:01 -08:00
Unknown W. Brackets
79750ed1ad
Add a config setting to control depth quality.
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For those who want 1x PSP like behavior.
2016-01-20 22:11:00 -08:00
Unknown W. Brackets
57aa864c0c
Blit depth when current, not max, size matches.
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This is really what was implemented originally, this code was just not
updated to match when we started resizing framebuffers.
Fixes #6497 .
2016-01-20 21:35:19 -08:00
Henrik Rydgård
4c8384aa09
Merge pull request #8461 from unknownbrackets/gpu-depth
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Swap depth range to use minz/maxz
2016-01-20 10:19:51 +01:00
Unknown W. Brackets
02bf70a2d0
Where possible, rewrite 5551 stencil ops too.
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We can in most cases fix INVERT, and also INCR so INVERT works when we
can't fix it.
Fixes #8422 .
2016-01-19 23:17:58 -08:00
Unknown W. Brackets
e00c9940e8
Correct pixel depth rounding.
2016-01-19 20:19:50 -08:00
Unknown W. Brackets
5de7d2cf8f
Oops, correctly center depth.
2016-01-19 07:51:56 -08:00
Unknown W. Brackets
6ef97f72d2
gedbg: Show scaled depth values properly.
2016-01-19 07:23:06 -08:00
Unknown W. Brackets
b80c02c272
Simulate depth clamping.
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We'll allow extra space in both directions. It's not exactly right, but
it's a fast approximation.
2016-01-19 07:12:58 -08:00
Unknown W. Brackets
0920f6c6eb
Use minz/maxz as the depth range.
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This allows values that fall outside the viewport, but still within the
depth range, to be drawn.
2016-01-19 07:12:57 -08:00
Henrik Rydgård
07a16705d8
Merge pull request #8452 from unknownbrackets/gpu-mpeg
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Resize FBOs when video width is larger
2016-01-19 09:42:13 +01:00
Henrik Rydgård
b387795d2a
Merge pull request #8447 from unknownbrackets/gpu-depth
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Simplify depth calculation a bit
2016-01-19 08:51:43 +01:00
Unknown W. Brackets
d1b3768e49
Use a common func everywhere for float depth vals.
2016-01-18 19:29:45 -08:00
Unknown W. Brackets
51a4ba9950
softgpu: Support screen scaling filter.
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No reason it has to be nearest, we have an option for that.
2016-01-17 23:47:42 -08:00
Unknown W. Brackets
83436991ec
softgpu: Add support for normal UV projection.
2016-01-17 23:33:59 -08:00
Unknown W. Brackets
1a2c7ea487
softgpu: Recreate VAO on device lost.
2016-01-17 23:33:59 -08:00
Unknown W. Brackets
bf536e56f5
softgpu: Use common GLSL creation code.
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This ought to handle leaving the app on Android, for example. Not that
tons of Android users are using softgpu...
2016-01-17 23:33:58 -08:00
Unknown W. Brackets
99eb3f8a94
Instead, let's resize it in case there's rendering.
2016-01-17 23:07:00 -08:00