Henrik Rydgård
95a14be6f9
Merge pull request #14034 from unknownbrackets/ge-pause
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Ge: Restore saved context when ending a list
2021-01-31 10:52:55 +01:00
Unknown W. Brackets
f2ad47512b
Ge: Restore saved context when ending a list.
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Otherwise another list queued by a Head push could use the wrong context
data. See #13346 .
2021-01-31 00:28:42 -08:00
Unknown W. Brackets
5041a898a2
Ge: Improve some logging and memchecks.
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Explicitly trigger memchecks on readback.
2021-01-31 00:22:49 -08:00
Henrik Rydgård
c48bdf7efc
Vulkan: Fix image layout issues after compute shader uploads.
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We're already in GENERAL so probably not worth to transfer to DST just
to do even more transfers due to the silliness of GenerateMip.
I'm planning to rework the whole texture upload thing to be far more
optimal with some kind of TextureUploadManager
Fixes #13987
2021-01-30 23:09:42 +01:00
Unknown W. Brackets
c630d365cd
Vulkan: Allow tex shaders to specify a max scale.
2021-01-28 01:03:02 -08:00
Henrik Rydgård
136c861d17
Merge pull request #13972 from unknownbrackets/clear-stencil
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GPU: Respect stencil write mask for 5551 buffers
2021-01-25 09:38:16 +01:00
Unknown W. Brackets
0e25f6a83f
D3D9: Don't allow separate alpha clears.
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Doesn't seem like the color mask applies to clears.
2021-01-24 16:07:13 -08:00
Unknown W. Brackets
9857e8d1b1
GPU: Respect stencil write mask for 5551 buffers.
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If the mask is 0x7F on 5551, that's equivalent to allowing the clear
entirely. See #13391 .
2021-01-24 15:54:13 -08:00
Henrik Rydgård
c91a3a3dd2
GE: Better naming of render passes for color reinterpret
2021-01-25 00:12:25 +01:00
Henrik Rydgård
960e2dac36
OpenGL fragment shader gen: Fix precision inconsistency for v_color0/1.
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Probably won't fix anything, just want this in for, well, consistency.
Noticed it debugging the iOS flat shading issues, but doesn't fix that.
2021-01-24 18:29:55 +01:00
Henrik Rydgård
cf797d8da5
Merge pull request #13944 from unknownbrackets/vulkan-scaling
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Vulkan: Prevent scaling shader leak
2021-01-18 22:55:17 +01:00
Unknown W. Brackets
97b68e6964
Vulkan: Prevent scaling shader leak.
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No need to recreate if they haven't changed.
2021-01-18 13:31:43 -08:00
Unknown W. Brackets
60b354a661
GPU: Fix safe size checks when rect offscreen.
2021-01-17 19:57:32 -08:00
Henrik Rydgård
c8bbf40bb0
GL FB readback: Only use "inout" if we actually want to read from the fb.
2021-01-17 19:13:56 +01:00
Unknown W. Brackets
5e3579a780
SoftGPU: Fix sprite provoking vertex in fast path.
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It was right everywhere else.
2021-01-16 20:13:16 -08:00
Henrik Rydgård
71f9196d61
VK: Re-apply the old Adreno driver bug workaround. Fixes #13910 .
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Should likely fix issue #13923 too.
2021-01-16 12:57:14 +01:00
Henrik Rydgård
0386cafe53
Make sure we don't try to set a negative viewport size.
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Should help #13921 .
2021-01-16 09:45:21 +01:00
Unknown W. Brackets
a73c15babc
GPU: Correct shader gen with weights as floats.
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For now, this supports the option. We should probably just move to
everything being floats, but we already prefer software skinning.
Fixes #13903 .
2021-01-10 08:52:28 -08:00
Henrik Rydgård
3f01cbb98c
Initialize/Deinitialize the shader translation system once globally.
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Fixes #13839 .
2021-01-04 23:51:34 +01:00
Henrik Rydgård
f0bb504bb1
Postshader: Improve error reporting.
2021-01-03 19:15:05 +01:00
Henrik Rydgård
63424fb5be
Merge pull request #13862 from unknownbrackets/shader-minor
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GPU: Ignore color write mask if unusable
2021-01-03 18:08:43 +01:00
Unknown W. Brackets
1834a524c8
GPU: Be careful with color write mask precision.
2021-01-03 08:50:34 -08:00
Unknown W. Brackets
4006a4b143
GPU: Ignore color write mask if unusable.
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We unconditionally attempt to use a shader with color write mask, so we
can't just refuse to generate a shader - it'll mean non-supporting devices
get no shader at all.
It's better to continue ignoring the mask in that case.
2021-01-03 08:15:37 -08:00
Henrik Rydgård
678d881a1b
Merge pull request #13855 from unknownbrackets/headless
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Remove "Null" GPU and enable softgpu without a backend
2021-01-02 20:41:55 +01:00
Unknown W. Brackets
e1050fe855
UWP: Don't try compiling samplerjit.
2021-01-02 09:54:35 -08:00
Unknown W. Brackets
3c9ab13672
GPU: Remove NULL GPU.
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We can use the software GPU without a backend now, and this is in every
way superior and will result in better tests/headless behavior.
2021-01-02 09:36:13 -08:00
Unknown W. Brackets
ed65bc2327
SoftGPU: Allow rendering with no backend at all.
2021-01-02 09:25:41 -08:00
Unknown W. Brackets
66a6b27d78
UWP: Allow software renderer.
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It can use the Direct3D 11 backend now for a while, so it should work on
UWP just fine.
2021-01-02 09:24:43 -08:00
Unknown W. Brackets
6a2b3f8f78
SoftGPU: Update PPGe draw context.
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Oops, this was missing.
2021-01-02 09:23:25 -08:00
Unknown W. Brackets
4240fa3053
GPU: Correct some incorrect deallocations.
2021-01-01 15:43:13 -08:00
Henrik Rydgård
16f629df3e
Split the DepthRangeHack compat setting into itself and DisableRangeCulling
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Most of our uses of DepthRangeHack was just to get DisableRangeCulling anyway -
and we don't want that on when not needed.
Also disables range culling for Splinter Cell Essentials (see #13035 )
We really need to understand range culling better. This is a "ship hack" for 1.11.
2020-12-26 19:56:49 +01:00
Henrik Rydgård
bdf36a4141
Temporary workaround for Wipeout Pure lens flare flicker.
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See #13344 .
Will try to figure out something better after the next release...
2020-12-20 13:04:28 +01:00
Henrik Rydgård
e0aa187161
UWP: Fix dialog rendering (PPGe).
2020-12-20 12:11:02 +01:00
Henrik Rydgård
e05c3ef63f
UWP: Make the home button say "Home" instead of "Browse...".
2020-12-20 11:40:02 +01:00
Henrik Rydgård
a272deeba3
Postprocessing shader, GL: Fix shader version bug. Fixes #13779
2020-12-19 23:45:31 +01:00
Henrik Rydgård
7ca0f6a1c0
D3D11: Avoid the debug layer hazard tracker after blits.
2020-12-19 20:31:58 +01:00
Henrik Rydgård
05bfac0ef0
Misc logging improvements
2020-12-19 20:31:58 +01:00
Henrik Rydgård
7de7680416
Apple driver bug workaround. See issue #13451
2020-12-16 14:39:08 +01:00
Henrik Rydgård
559ccd9f33
Minor cleanups
2020-12-14 20:06:06 +01:00
Henrik Rydgård
7061993c8f
VK: Restore the ARM Mali Z hack that got lost in the refactor somehow.
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Warning fixes.
2020-12-14 19:54:39 +01:00
Henrik Rydgård
32c9728c0c
Some cleanups in GL feature and shader language detection.
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Gets rid of many wrong or bad checks for IsCoreContext.
2020-12-14 19:46:11 +01:00
Henrik Rydgård
3b54063955
Fix regression in Dream Club Portable. Fixes, for OpenGL, #6497
2020-12-13 18:27:37 +01:00
Henrik Rydgård
f3ebd6553d
Turn off vertex range culling in bezier/spline calls.
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When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.
Fixes #11692
2020-12-13 16:04:16 +01:00
Henrik Rydgård
0c66f6c6d0
Assorted drive-by code cleanup
2020-12-13 00:20:47 +01:00
Henrik Rydgård
2f700aa495
Fix DiRT 2's car reflections.
2020-12-13 00:19:39 +01:00
iota97
0a44d9f600
Do not use x86 for other machine
2020-12-06 15:50:50 +01:00
Henrik Rydgård
06425dae8c
Remove superfluous variable from uniform buffer
2020-12-03 09:13:46 +01:00
Henrik Rydgård
c0a5fa3e8b
Fix a crash if JIT space failed to allocate
2020-12-02 00:33:51 +01:00
Unknown W. Brackets
b60250fca8
Respect stage in BindFramebufferAsColorTexture().
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Introduced in #13634 , only matters in error cases.
2020-11-29 07:59:35 -08:00
Henrik Rydgård
f1ab6c62c8
Fix Ghosts & Goblins for older backends too.
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Fixes #13717
2020-11-28 16:16:51 +01:00