Henrik Rydgård
038d8b7f3e
Merge pull request #10610 from hrydgard/postshader-gl-fixes
...
GL: Fix issues with switching postprocessing shaders, image cutoff at certain resolution combinations
2018-02-12 14:54:37 +01:00
Henrik Rydgård
7421f2aff6
Postprocessing: Fix bug where scissor cut off the image if render resolution > display resolution
2018-02-12 14:10:54 +01:00
Henrik Rydgård
88e8229159
GL: Need to recompile postshaders on Resized() (which is a bit of a misnomer)
2018-02-12 14:01:52 +01:00
Henrik Rydgård
9e75358cd0
Oops, didn't mean to update the submodules backwards (remains from a bisect)
2018-02-12 11:50:55 +01:00
Henrik Rydgård
1b9c2f26f9
Whitelist mapbuffer usage to NVIDIA only (should maybe add Qualcomm too), it's murder on Mali
2018-02-12 11:46:19 +01:00
Henrik Rydgård
4e5fb6e286
Merge pull request #10606 from unknownbrackets/gl-shutdown
...
GLES: Fix shutdown while stepping
2018-02-12 00:20:43 +01:00
Unknown W. Brackets
17bcb080f0
GLES: Fix shutdown while stepping.
2018-02-11 15:19:16 -08:00
Henrik Rydgård
39710510ee
Merge pull request #10604 from unknownbrackets/gl-buffers
...
GLES: Use mapped device memory when possible
2018-02-12 00:16:21 +01:00
Unknown W. Brackets
be0ab58365
GLES: iOS buildfix.
2018-02-11 14:38:36 -08:00
Unknown W. Brackets
5f1cd19687
GLES: Android buildfix.
2018-02-11 13:17:08 -08:00
Unknown W. Brackets
20b532fc71
GLES: Use buffer storage and explicit flush.
...
This is just as fast as using glMapBufferRange on desktop.
2018-02-11 13:14:28 -08:00
Unknown W. Brackets
7179e408da
GLES: Free localMemory later.
...
It was still in use sometimes as of MapDevice(), so this is safer.
2018-02-11 12:35:33 -08:00
Unknown W. Brackets
edcd2f966a
GLES: Use buffer range mapping where appropriate.
2018-02-11 12:35:33 -08:00
Unknown W. Brackets
9eb51a6a36
GLES: Use mapped device memory when possible.
2018-02-11 12:35:32 -08:00
Unknown W. Brackets
adbd8d005c
Cheats: Fix a debug assertion.
2018-02-11 12:35:31 -08:00
Henrik Rydgård
4ccf30d0a8
Merge pull request #10605 from unknownbrackets/gl-shutdown
...
GLES: Wait for queue idle properly
2018-02-11 21:11:20 +01:00
Unknown W. Brackets
df5144b94c
iOS: Attempt to fix shutdown race condition.
...
Not really tested, but should be necessary...
2018-02-11 11:47:15 -08:00
Unknown W. Brackets
cdf378d20c
GLES: Prevent race condition on shutdown.
...
emuThreadState might become STOPPED before the last frame has been run,
which can cause WaitUntilQueueIdle to hang.
It's simpler just to wait until StopThread() is called, since it now is.
This will line up properly with run_.
2018-02-11 11:40:11 -08:00
Unknown W. Brackets
fcc2b59c57
GLES: Wait for queue idle properly.
...
Need to wait for anything ready for run. Not everything will have been
submitted.
2018-02-11 11:30:38 -08:00
Henrik Rydgård
c6a9c884bf
Merge pull request #10603 from unknownbrackets/gl-render-manager
...
Fix OpenGL on Windows XP
2018-02-11 17:39:27 +01:00
Unknown W. Brackets
0474ff5c23
GLES: Use aligned memory for textures.
...
We use SSE on them, and they used to be aligned, and must be aligned in
PSP RAM, so keep them aligned.
This only really affects 32-bit, since allocs will typically be aligned on
64-bit anyway.
Fixes #10601 .
2018-02-11 08:13:57 -08:00
Unknown W. Brackets
0e2a586c1b
Global: Fix some type comparison/shadow warnings.
2018-02-11 07:03:23 -08:00
Henrik Rydgård
813c376aed
Tiny change to work around internal compiler error (!) in 32-bit builds with latest MSVC update
2018-02-11 13:39:04 +01:00
Henrik Rydgård
030de0ad0b
Merge pull request #10599 from unknownbrackets/gl-render-manager
...
Fix yet more shutdown shenanigans
2018-02-11 09:07:40 +01:00
Unknown W. Brackets
9a40a5971b
GLES: Prevent crash on screenshot without buffers.
...
It still fails for some reason, but that's better than a segfault.
2018-02-10 16:55:53 -08:00
Unknown W. Brackets
d496b4da9a
Windows: Allow GL thread on graphics restart.
...
Unfortunately, it no longer works to go Vulkan -> OpenGL, and used to...
2018-02-10 16:55:52 -08:00
Unknown W. Brackets
586e35ad23
Windows: Prevent shutdown lag for non-GL.
...
For Vulkan/D3D, it was taking an extra second to quit.
2018-02-10 16:55:51 -08:00
Unknown W. Brackets
a85a88e112
SDL: Apply shutdown race condition fix.
2018-02-10 16:55:50 -08:00
Unknown W. Brackets
48b4a5f378
Android: Fix race condition on shutdown.
2018-02-10 16:55:48 -08:00
Unknown W. Brackets
2bec3bf3ac
Windows: Trigger StopThread() on shutdown.
...
Otherwise, we end up hanging in the loop waiting for emuThreadState to
become STOPPED. It actually has, but ThreadFrame() will block until a new
frame is queued... while will never happen, because the emuthread has
stopped.
2018-02-10 16:55:44 -08:00
Henrik Rydgård
3c93eaf164
GL: Fix clearing alpha on stencil uploads.
2018-02-10 17:18:18 +01:00
Henrik Rydgård
d9af90e016
SDL: Fix issue with vulkan-to-opengl fallback
2018-02-10 09:09:13 +01:00
Henrik Rydgård
081e15d1c8
Windows: Consistently shutdown the main thread after exiting the message loop.
2018-02-10 09:06:43 +01:00
Henrik Rydgård
8ad5b499a9
Improve assert messages in VulkanRenderManager (minor)
2018-02-10 08:58:33 +01:00
Henrik Rydgård
39fd77b357
Merge pull request #10596 from hrydgard/further-gl-fixes
...
Further GL fixes
2018-02-08 17:15:36 +01:00
Henrik Rydgård
625595c6cc
For some reason we use DrawActiveTexture in the GL stencil stuff, don't want to disable stencil unconditionally..
2018-02-08 16:59:03 +01:00
Henrik Rydgård
0fe4e70aef
Fix another way the scissor test could accidentally get disabled
2018-02-08 16:47:04 +01:00
Henrik Rydgård
86cfc411a4
Remove the confusing "DisableState" across the codebase
2018-02-08 16:27:36 +01:00
Henrik Rydgård
b9081dd624
GL: Set a plain render state in DrawActiveTexture, without relying on the caller having called DisableState
2018-02-08 16:21:34 +01:00
Henrik Rydgård
b9b41f52c5
Add a simple spinner to the game load screen to not look frozen.
2018-02-08 12:03:29 +01:00
Henrik Rydgård
20eb566665
Minor Qt cleanup, force OpenGL since we don't yet support Vulkan in Qt
2018-02-08 11:19:48 +01:00
Henrik Rydgård
3ff69d73ff
Merge pull request #10593 from hrydgard/more-gl-thread-work
...
Some more fixes after the GL render manager merge
2018-02-08 09:33:57 +01:00
Henrik Rydgård
4d6c0cfb32
Buildfix
2018-02-08 01:11:51 +01:00
Henrik Rydgård
8c5a94ce01
gl-render-manager: Oops, fix scissor tests after clears
2018-02-08 00:50:39 +01:00
Henrik Rydgård
1eec30dac2
Avoid causing a gl error on startup on core contexts.
2018-02-08 00:44:10 +01:00
Henrik Rydgård
481134bfe9
Another go at the deleter problem. Still not feeling 100% good about how this works.. but it does seem to work fine.
2018-02-08 00:41:17 +01:00
Henrik Rydgård
8ee426ff74
Get rid of an unused codepath (gl rendering is now always threaded)
2018-02-08 00:23:48 +01:00
Henrik Rydgård
ce16547854
GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583
2018-02-07 19:49:58 +01:00
Henrik Rydgård
b7dfc743f9
Merge pull request #10591 from hrydgard/gl-render-manager-exit-fixes
...
GL render manager exit fixes
2018-02-07 17:13:25 +01:00
Henrik Rydgård
b3f4a923ca
GLES: Fix minor memory leak
2018-02-07 16:55:03 +01:00