24901 Commits

Author SHA1 Message Date
Unknown W. Brackets
a8588b0c5c GPU: Correct handling of large viewport scaling.
Need to multiply not divide, duh.  Also lost the offset during refactor,
and didn't test it well.
2018-09-20 20:29:46 -07:00
Henrik Rydgård
92b857ceb4
Merge pull request #11405 from AreaScout/master
Fix: should close on spec #11404
2018-09-20 22:48:49 +02:00
AreaScout
0dbe5d7249 Fix: should close on spec #11404 2018-09-20 15:06:49 +00:00
Henrik Rydgård
c69e4261d6
Merge pull request #11402 from unknownbrackets/depthclamp
D3D11: Enable depth clamping
2018-09-19 09:38:19 +02:00
Unknown W. Brackets
b7d84926fa D3D11: Enable depth clamping.
Uses the same logic as Vulkan, improving #9545 on most D3D11 devices.
2018-09-18 21:49:17 -07:00
Unknown W. Brackets
1f881d7904 Android: Buildfix for CMake 3.6.
The buildbot doesn't support GREATER_EQUAL.
2018-09-18 19:31:26 -07:00
Unknown W. Brackets
025e478d2f
Merge pull request #11401 from hrydgard/lighten-depth-workaround
Vulkan: Only apply the depth/discard workaround on Qualcomm devices (adreno)
2018-09-18 18:33:53 -04:00
Henrik Rydgård
c1f0e981a3 Throw in very minor fix (apply readonly to buffer used in tesselation).
Validation layer seems buggy though as it still complains that we haven't
enabled the feature vertexPipelineStoresAndAtomics
2018-09-18 23:53:16 +02:00
Henrik Rydgård
5975f471e2 Vulkan: Only apply the depth workaround on Qualcomm devices (adreno)
We've seen issues, and the validation layer still doesn't like them very much...
2018-09-18 23:46:45 +02:00
Henrik Rydgård
637a17a66c Fix small and scary Vulkan bug (leftover from skinning-removal revert) 2018-09-18 23:38:38 +02:00
Henrik Rydgård
acfd688647
Merge pull request #11393 from unknownbrackets/cullrange
Implement vertex range culling
2018-09-18 23:21:42 +02:00
Henrik Rydgård
3f34c7a213
Merge pull request #11400 from unknownbrackets/ui-minor
UI: Fix occassional issue starting second game
2018-09-18 09:52:06 +02:00
Henrik Rydgård
27ef79b0bd
Merge pull request #11366 from AreaScout/odroid_compile
Add: some helpers to compile on ODROID-XU4/XU3
2018-09-18 09:51:42 +02:00
Unknown W. Brackets
ed90ab4fa6 UI: Fix occassional issue starting second game.
Sometimes render() would be called before update() after creating
EmuScreen, and we'd exit out instead of starting the game.
2018-09-17 22:45:09 -07:00
Unknown W. Brackets
52baec21a8 GPU: Refactor cull range calculation together. 2018-09-17 22:27:25 -07:00
Unknown W. Brackets
9859827645 Vulkan: Avoid depth clamp with clip range.
Vulkan clamps to the clip range, not the full range.  So when clipping, we
don't really want to clamp at all.  Unfortunately, when one side is
clipping, we can't do it exactly right.

But many games clip depth, like Dissidia.  Fixes #11260.
2018-09-17 21:43:29 -07:00
AreaScout
95556e8d03 Add: some helpers to compile on ODROID-XU4/XU3 2018-09-17 20:01:12 +00:00
Unknown W. Brackets
44ba31fbc6 Vulkan: Implement verex range culling.
Also D3D11, since they are very similar.
2018-09-17 07:27:26 -07:00
Unknown W. Brackets
639a3f406d D3D9: Implement vertex range culling. 2018-09-17 07:27:26 -07:00
Unknown W. Brackets
ab3a466621 GLES: Implement vertex range culling.
Based on tests, skips triangles with any point outside the 4096x4096 box,
except when depth clamping would engage.
2018-09-17 07:27:26 -07:00
Unknown W. Brackets
ad6938de5a
Merge pull request #11392 from hrydgard/android-hw-scale-off
Android: Don't use "hw scaling" on modern devices by default.
2018-09-16 16:55:01 -04:00
Henrik Rydgård
3f849bb946 Android: Don't use "hw scaling" on modern devices by default.
It seems to cause more problems than it's worth, see #11151
2018-09-16 21:05:13 +02:00
Henrik Rydgård
d63d2b9548
Merge pull request #11391 from hrydgard/discord-links
Add some links to Discord where appropriate.
2018-09-16 20:50:50 +02:00
Henrik Rydgård
5d64107b0f Add some links to Discord where appropriate. 2018-09-16 20:04:10 +02:00
Henrik Rydgård
e2f20f7720
Merge pull request #11390 from AreaScout/touch
Add: allow touch screen events on fullscreen
2018-09-16 11:48:01 +02:00
AreaScout
57bf9e3048 Add: allow touch screen events on fullscreen 2018-09-16 07:11:15 +00:00
Henrik Rydgard
66e13f774d Merge branch 'zminhquanz-cpu-detection' 2018-09-14 13:11:19 +02:00
Vũ Minh Quân
49e2a2db6e Add TSX Extension
Add logic for TSX Check
2018-09-14 13:09:27 +02:00
Vũ Minh Quân
2c92ad5888 Add some extension
Need to add some check extension
2018-09-14 13:09:27 +02:00
Henrik Rydgård
a1e33fd9f5
Merge pull request #11388 from unknownbrackets/cpuinfo
Use OS to detect core count
2018-09-14 12:52:47 +02:00
Unknown W. Brackets
36f298dbcb x86: Use OS for cores on Mac OS X too. 2018-09-13 20:36:31 -07:00
Unknown W. Brackets
9351146a28 x86: Use OS to detect core count.
On Windows and Linux, at least.  This should be more reliable than what we
used before.
2018-09-13 19:51:47 -07:00
Henrik Rydgård
6d0ed4ad07
Merge pull request #11382 from AreaScout/compile_option
Add: -ffast-math compiler option to anything other then Intel
2018-09-12 10:33:23 +02:00
AreaScout
468c508b3a Add: -ffast-math compiler option to anything other then Intel 2018-09-11 19:12:09 +00:00
Henrik Rydgård
6ffa5bdcaf
Merge pull request #11380 from unknownbrackets/softgpu
GPU: Handle bad fog params as large signed vals
2018-09-10 09:45:38 +02:00
Unknown W. Brackets
797327eecd GPU: Handle bad fog params as large signed vals.
From tests, it seems they're just treated as valid exponents.

Using 65535 since that's the range of depth, can't think of a game using a
larger value for a fog parameter, probably never even this large.
2018-09-10 00:28:02 -07:00
Henrik Rydgård
e2a9f6acdd
Merge pull request #11379 from unknownbrackets/softgpu
Correct interactions between fog, doubling, and color testing
2018-09-10 09:23:11 +02:00
Unknown W. Brackets
817b5d7c1c SoftGPU: Support fog on 3D rectangles. 2018-09-09 23:59:48 -07:00
Unknown W. Brackets
022670d882 GPU: Apply fog before color test.
Hardware tests confirm the fog result is what's color tested.
2018-09-09 23:59:48 -07:00
Unknown W. Brackets
8eb011c22d GPU: Clamp after color doubling.
This is needed for blending to be correct - it blends a clamped value.
2018-09-09 20:27:39 -07:00
Unknown W. Brackets
703181607e GPU: Apply color test after doubling. 2018-09-09 20:09:48 -07:00
Unknown W. Brackets
8cdead90f9 SoftGPU: Preserve stencil inside logic op func.
Cleaning things up to make it easier to translate.
2018-09-09 18:11:37 -07:00
Unknown W. Brackets
772ed30288 SoftGPU: Avoid extra lookup of old stencil. 2018-09-09 17:00:12 -07:00
Henrik Rydgård
ae73b8f45d
Merge pull request #11377 from unknownbrackets/lighting
D3D11: Fix pow(0, 0) lighting handling
2018-09-09 23:24:46 +02:00
Unknown W. Brackets
016d6ba764 D3D11: Fix pow(0, 0) lighting handling.
This was previously fixed in GLES.
2018-09-09 10:25:58 -07:00
Unknown W. Brackets
332788d0b5 GPU: Clean up some shader id flag usage. 2018-09-09 09:59:42 -07:00
Henrik Rydgård
204bfc7441
Merge pull request #11371 from unknownbrackets/mpeg-minor
Mpeg: Avoid reading outside available bytes
2018-09-09 10:50:48 +02:00
Henrik Rydgård
47cccc0ff0
Merge pull request #11370 from unknownbrackets/tex-replace
Replacement: Cut down on parsing for large inis
2018-09-09 10:50:05 +02:00
Henrik Rydgård
7a5ec714c3
Merge pull request #11374 from unknownbrackets/texcache
TexCache: Fix texture alignment in GLES
2018-09-09 10:48:23 +02:00
Unknown W. Brackets
b05f75f667 D3D9: Set alpha mask reference in uniforms.
Just so we don't have surprises later if we implement masking.
2018-09-08 20:05:19 -07:00