vnctdj
0ec0c6eb92
Remove the related #include
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Following https://github.com/hrydgard/ppsspp/pull/12030
Oops, I forgot to check if it was still needed...
2019-05-12 16:38:37 +02:00
vnctdj
80807675f1
Delete 2 unused i18n category pointer declarations
2019-05-11 23:47:37 +02:00
Henrik Rydgård
b0048525a1
Merge pull request #11884 from hrydgard/vulkan-buffer-usage
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Vulkan: Tighten up push buffer usage flags a little bit.
2019-03-18 11:17:49 +01:00
Unknown W. Brackets
c5b844cc98
GPU: Respect stencil write mask on clear.
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Actually identified this for the softgpu in #11319 , but applying it for
RGBA is a problem in most renderers. Forgot to at least apply it to
stencil.
Fixes #11901 .
2019-03-16 19:42:18 -07:00
Henrik Rydgård
06b04f65a0
Vulkan: Narrow down buffer usage flags a little bit.
2019-03-14 12:41:39 +01:00
Henrik Rydgård
3445f39f3f
Survive pipeline creation failure on Vulkan. Makes Burnout playable on Pocophone... Sigh.
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Minor cleanups.
2019-03-11 16:40:10 +01:00
Henrik Rydgård
8e7da3fef4
Disable vertex range culling when the depthrange hack is enabled. Temporary workaround for #11576 .
2019-02-26 16:07:11 +01:00
Henrik Rydgård
593c3139bd
Ignore DisableAccurateDepth on Adreno as well. Fixes #11557
2019-02-26 15:21:21 +01:00
Henrik Rydgård
bf2bbd891c
Back out wrong change. Leaving better error handling for later.
2019-02-25 15:15:04 +01:00
Henrik Rydgård
c1427f5981
VulkanImage: Fix issue where we'd try to free dedicated allocations from the allocator_ instead of Vulkan directly.
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Snuck in some minor cleanups.
2019-02-24 22:23:26 +01:00
Henrik Rydgard
5aed2a2cee
Gate fewer effects behind "Disable slow framebuffer effects".
2019-02-08 15:02:31 +01:00
Henrik Rydgard
9736bc431a
The block transfer setting should not affect clearing memory behind a render target, especially since that's already gated behind a compat flag.
2019-02-08 14:46:16 +01:00
Henrik Rydgard
e30daa8027
Remove unused API, assorted cleanup.
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No longer enable the geometry shader feature, no plans to use it.
2019-02-05 21:31:43 +01:00
Henrik Rydgard
8e1a5ef3d6
Minor refactor of physical device property/feature detection, to allow for more extension use.
2019-02-05 18:07:17 +01:00
Henrik Rydgard
fdd0d7acb4
More Vulkan validation fixes
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NVIDIA no longer uses nVidia capitalization.
2019-02-05 18:07:11 +01:00
Henrik Rydgard
128c0adc39
Vulkan: Fix typo, bump shader cache version.
2019-02-04 14:22:19 +01:00
Henrik Rydgard
992cea1082
Load a function from VK_EXT_external_memory_host
2019-01-31 13:53:27 +01:00
Henrik Rydgard
c38c5469c4
Fixes for issues found by Vulkan validation layers, including a common non-harmful perf warning (doesn't fix all cases, but does fix the most common one).
2019-01-25 20:18:56 +01:00
Unknown W. Brackets
9a3de5cb1c
GPU: Move dual source blending bug check to Draw.
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This also allows the ini setting to avoid it on Intel.
2018-12-23 14:11:57 -08:00
Unknown W. Brackets
f8ce9b08ba
Vulkan: Limit stencil workaround to Adreno 5xx.
2018-12-23 14:11:57 -08:00
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1f594f3fb5
GPU: Track draw in shader manager.
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With device restore etc. everywhere.
2018-12-23 12:55:37 -08:00
Henrik Rydgård
0037da55a1
Avoid breaking any alpha-stencil emulation in Adreno bug workaround
2018-12-23 11:57:06 +01:00
Henrik Rydgård
79ef185d6e
Vulkan/adreno: Apply workaround for Harvest Moon issue #10421
2018-12-22 18:29:56 +01:00
Henrik Rydgård
2d01db805e
Remove no-op DrawBuffer::End()
2018-12-18 10:10:53 +01:00
Henrik Rydgård
d82ec339ee
Remove the DisableShaderCache setting, rename the other
2018-12-15 10:44:05 +01:00
Henrik Rydgård
25b2ba013b
VK: Add INI options to disable some vendor checks, and to disable the shader cache.
2018-12-11 00:36:15 +01:00
Henrik Rydgård
d9cfa3a8fa
Bump shader caches
2018-12-02 21:49:20 +01:00
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9a7ee41191
Vulkan: Avoid OpKill workaround with no stencil.
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It seems like depth gets messed up either way on discard, but behaves
sorta better without the write to depth.
2018-12-01 14:10:47 -08:00
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5932cbabc3
GPU: Avoid stencil emulation if possible.
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This reduces use of replaceAlpha, and reduces use of more complicated
blend states. This simplifies fragment shaders a little.
2018-12-01 14:05:29 -08:00
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b1e68c653c
GPU: Avoid a missing virtual destructor warning.
2018-12-01 13:59:47 -08:00
Unknown W. Brackets
d9510f8824
D3D11: Allow shader blend to self.
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It was forcing from black before. See #9616 .
2018-11-24 10:19:28 -08:00
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1c19bce514
GPU: Correct specular exponent zero.
2018-11-22 08:53:25 -08:00
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4816bfc1a6
GPU: Skip specular on negative diffuse factor.
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This is correct per hardware tests, see #8403 . Note that the PS3 emulator
running PSP HD remasters does not correctly handle this, and applies
specular for negative diffuse factor.
2018-11-22 08:53:25 -08:00
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6e46d6c0f9
GPU: Correct powered diffuse with exp=0.
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Just to ensure negative factors are handled too, as they are on hardware.
2018-11-22 08:53:25 -08:00
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1cec9f5ea1
GPU: Handle spot light with 0 exp or length.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
9a4cd5bd9d
GPU: Skip specular on powered diffuse.
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Matches hardware tests and improves lighting for Virtua Tennis, see #4140 .
2018-11-22 07:59:56 -08:00
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0c5c776bb9
GPU: Correct shade mapping with 0,0,0 light pos.
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May need to audit more normalize() usage, if it's consistent in other
places.
2018-11-17 18:33:07 -08:00
Henrik Rydgård
b17fc67c45
Get rid of MaskedEqual
2018-11-12 08:19:19 +01:00
Henrik Rydgård
9c6f7000b7
New spline stuff seems to need bigger storage buffer pools
2018-11-11 22:52:37 +01:00
Henrik Rydgård
67d6e3d384
Framebuffer blit: Clip src rectangle as well
2018-11-05 00:34:04 +01:00
Henrik Rydgård
22c066515e
Merge pull request #11425 from xebra/refactor_spline_bezier
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[Refactoring] Improve spline/bezier.
2018-11-04 17:04:29 +01:00
Unknown W. Brackets
40ca49d0e3
GPU: Cancel shader preload on shutdown/lost.
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Otherwise, we could've ended up with shaders loading after or during the
lost event, and dense hash map corruption.
2018-10-30 20:32:12 -07:00
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6130eb34be
Vulkan: Wait for GPU ready on shutdown.
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In case it's still busy preloading shaders.
2018-10-30 19:13:22 -07:00
Henrik Rydgård
fa40bcff8d
Disable triangle range culling on D3D9 on Intel. Should fix #11477
2018-10-21 09:36:15 +02:00
xebra
eca9386c05
[spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer.
2018-10-07 23:54:31 +09:00
xebra
ef53195ae8
[spline/bezier]Surround with namespace Spline.
2018-10-07 23:54:28 +09:00
xebra
c49d9e2f72
[spline/bezier]minor fix(referenced to c1f0e981).
2018-10-07 23:54:24 +09:00
xebra
41823f8780
[spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing.
2018-10-07 23:54:23 +09:00
xebra
89786b943d
[spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders.
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Add changing the quality of HW tessellation.
2018-10-07 23:54:22 +09:00
xebra
3216a83a92
[spline/bezier]Expand loops in the shaders.
2018-10-07 23:54:14 +09:00