Henrik Rydgard
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82ed16fbfd
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Make sure we detect ES 3.0 the same way in both vertex and fragment shaders
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2016-01-23 16:57:24 +01:00 |
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Unknown W. Brackets
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e30ab95179
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d3d9: Fix maxSeenV when not known.
And just make the code reused between both. Fixes #8478.
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2016-01-22 18:48:54 -08:00 |
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Unknown W. Brackets
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e964e15ed3
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Correct savestate of running GE list.
Fixes #8459.
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2016-01-21 22:14:47 -08:00 |
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Henrik Rydgård
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cd35684a46
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Merge pull request #8454 from unknownbrackets/gpu-depth-round
Add pixel depth rounding to d3d9, gles2 and support forcing via config
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2016-01-21 09:41:26 +01:00 |
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Henrik Rydgård
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24cad4cab5
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Merge pull request #8468 from unknownbrackets/minor
Add a small assert and some warning fixes
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2016-01-21 09:40:32 +01:00 |
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Unknown W. Brackets
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9354e253bd
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Fix some warnings in shader cache read.
In case something gets truncated.
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2016-01-21 00:24:45 -08:00 |
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Unknown W. Brackets
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597596884e
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Add a smart C FILE * helper.
When all you want is for it to close by itself on error.
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2016-01-20 23:33:56 -08:00 |
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Unknown W. Brackets
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79792a3c38
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d3d9: Account for half-pixel z offset.
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2016-01-20 22:53:47 -08:00 |
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Unknown W. Brackets
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0443fbebd0
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Add methods to download depth to PSP RAM.
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2016-01-20 22:11:03 -08:00 |
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Unknown W. Brackets
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2916298695
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gedbg: Add scaled 16-bit z support.
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2016-01-20 22:11:02 -08:00 |
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Unknown W. Brackets
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f9970dba94
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d3d9: Respect per-pixel depth rounding.
Using the 16-bit depth range.
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2016-01-20 22:11:01 -08:00 |
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Unknown W. Brackets
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27dba51e70
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Add fallbacks where low quality depth is required.
Even on GLES2, this should work. Also check the depth before applying
rounding - we might even already be 24-bit.
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2016-01-20 22:11:01 -08:00 |
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Unknown W. Brackets
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79750ed1ad
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Add a config setting to control depth quality.
For those who want 1x PSP like behavior.
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2016-01-20 22:11:00 -08:00 |
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Unknown W. Brackets
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57aa864c0c
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Blit depth when current, not max, size matches.
This is really what was implemented originally, this code was just not
updated to match when we started resizing framebuffers.
Fixes #6497.
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2016-01-20 21:35:19 -08:00 |
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Henrik Rydgård
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4c8384aa09
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Merge pull request #8461 from unknownbrackets/gpu-depth
Swap depth range to use minz/maxz
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2016-01-20 10:19:51 +01:00 |
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Unknown W. Brackets
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02bf70a2d0
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Where possible, rewrite 5551 stencil ops too.
We can in most cases fix INVERT, and also INCR so INVERT works when we
can't fix it.
Fixes #8422.
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2016-01-19 23:17:58 -08:00 |
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Unknown W. Brackets
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e00c9940e8
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Correct pixel depth rounding.
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2016-01-19 20:19:50 -08:00 |
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Unknown W. Brackets
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5de7d2cf8f
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Oops, correctly center depth.
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2016-01-19 07:51:56 -08:00 |
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Unknown W. Brackets
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6ef97f72d2
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gedbg: Show scaled depth values properly.
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2016-01-19 07:23:06 -08:00 |
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Unknown W. Brackets
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b80c02c272
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Simulate depth clamping.
We'll allow extra space in both directions. It's not exactly right, but
it's a fast approximation.
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2016-01-19 07:12:58 -08:00 |
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Unknown W. Brackets
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0920f6c6eb
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Use minz/maxz as the depth range.
This allows values that fall outside the viewport, but still within the
depth range, to be drawn.
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2016-01-19 07:12:57 -08:00 |
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Henrik Rydgård
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07a16705d8
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Merge pull request #8452 from unknownbrackets/gpu-mpeg
Resize FBOs when video width is larger
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2016-01-19 09:42:13 +01:00 |
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Henrik Rydgård
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b387795d2a
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Merge pull request #8447 from unknownbrackets/gpu-depth
Simplify depth calculation a bit
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2016-01-19 08:51:43 +01:00 |
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Unknown W. Brackets
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d1b3768e49
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Use a common func everywhere for float depth vals.
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2016-01-18 19:29:45 -08:00 |
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Unknown W. Brackets
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51a4ba9950
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softgpu: Support screen scaling filter.
No reason it has to be nearest, we have an option for that.
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2016-01-17 23:47:42 -08:00 |
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Unknown W. Brackets
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83436991ec
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softgpu: Add support for normal UV projection.
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2016-01-17 23:33:59 -08:00 |
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Unknown W. Brackets
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1a2c7ea487
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softgpu: Recreate VAO on device lost.
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2016-01-17 23:33:59 -08:00 |
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Unknown W. Brackets
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bf536e56f5
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softgpu: Use common GLSL creation code.
This ought to handle leaving the app on Android, for example. Not that
tons of Android users are using softgpu...
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2016-01-17 23:33:58 -08:00 |
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Unknown W. Brackets
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99eb3f8a94
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Instead, let's resize it in case there's rendering.
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2016-01-17 23:07:00 -08:00 |
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Unknown W. Brackets
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7993866ee4
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Invalidate FBOs when video width is larger.
This way we won't try to upload them wrong. Fixes #8392.
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2016-01-17 21:58:49 -08:00 |
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Unknown W. Brackets
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0828721bc2
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Simplify depth calculation a bit.
This way we keep the original range better, so we should lose less
precision.
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2016-01-17 18:30:58 -08:00 |
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Unknown W. Brackets
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516147680c
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Merge pull request #8182 from LunaMoo/minor_cleaning
Move "Display Rotation" and stretching options to display layout editor.
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2016-01-17 14:54:39 -08:00 |
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Unknown W. Brackets
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6d6c415f2b
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Merge pull request #8443 from hrydgard/pseudo-shader-cache-gl-2
GL shader disk cache .. kind of
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2016-01-17 14:28:05 -08:00 |
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Henrik Rydgard
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6df8573583
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Minor fixes
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2016-01-17 22:53:06 +01:00 |
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Henrik Rydgard
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b39206f922
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Use the app cache directory on Android for the shader cache.
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2016-01-17 22:15:23 +01:00 |
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Unknown W. Brackets
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b40c3fd839
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Use video format when uploading to framebuffers.
Expected to help Bounty Hound, #8392.
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2016-01-17 12:57:27 -08:00 |
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Unknown W. Brackets
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f60aef2e16
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Add a more specific interface for video frames.
Since we know more about them. No functional change yet.
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2016-01-17 12:57:26 -08:00 |
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Unknown W. Brackets
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73bcf16612
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Flush before loading the CLUT.
In case it's what was being rendered to.
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2016-01-17 12:55:48 -08:00 |
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Henrik Rydgard
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e92beb619c
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Disable the shader cache for homebrew and other things that lack disc_id
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2016-01-17 21:35:46 +01:00 |
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Henrik Rydgard
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dfcfb530d7
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Log how long it takes to compile shaders at the start.
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2016-01-17 20:53:58 +01:00 |
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Henrik Rydgard
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5cd5812239
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Handle shader compile errors gracefully when loading shader cache.
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2016-01-17 20:44:52 +01:00 |
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Henrik Rydgard
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b246442374
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Hook up GL shader cache. Cache linked shader programs.
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2016-01-17 20:44:51 +01:00 |
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Henrik Rydgard
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790210f6ef
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Minor fixes
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2016-01-17 20:33:22 +01:00 |
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Henrik Rydgard
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36e1840ea0
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More parameter removal
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2016-01-17 20:33:22 +01:00 |
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Henrik Rydgard
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332310c2d6
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Remove redundant parameters
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2016-01-17 20:33:21 +01:00 |
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Henrik Rydgard
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dfa7a252de
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Get rid of some redundant vertex shaders when using unlit ShadeMapping (wipeout, etc)
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2016-01-17 20:33:21 +01:00 |
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Henrik Rydgard
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c8b1064d20
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GL Cleanup: No longer redundantly store the shader ID inside the shader objects
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2016-01-17 20:33:14 +01:00 |
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Henrik Rydgard
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98c779ccb8
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Fix #8255 by swapping the two portrait modes.
Thanks unknown.
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2016-01-17 11:03:34 +01:00 |
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LunaMoo
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6061ad7579
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Some improvements, comments and polishing.
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2016-01-17 09:21:12 +01:00 |
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LunaMoo
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e4271fe1bc
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Integrate stretching options into display layout editor.
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2016-01-17 09:18:41 +01:00 |
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