Unknown W. Brackets
c32ffa1db0
GE Debugger: Rename depth clamp more places.
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Was still showing clip enable in disasm.
2018-08-11 16:33:39 -07:00
Henrik Rydgård
1fdb1f785a
Merge pull request #11290 from unknownbrackets/gpu-clipping
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SoftGPU: Oops, correct rounding to make sense
2018-08-11 20:08:02 +02:00
Unknown W. Brackets
06ad9b829f
SoftGPU: Oops, correct rounding to make sense.
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Was too hasty in that last commit.
2018-08-09 07:13:42 -07:00
Henrik Rydgård
945eab6fe5
Merge pull request #11287 from unknownbrackets/gpu-clipping
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Improve clipping/culling handling in software renderer
2018-08-06 15:05:08 +02:00
Unknown W. Brackets
31d5c39858
SoftGPU: Fix some minor rounding on viewport cull.
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Had some tests failing when on the edge due to this.
2018-08-05 20:07:45 -07:00
Unknown W. Brackets
44be615cf5
GE Debugger: Arrange matrices properly.
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They were all off before for 4x3.
2018-08-05 19:52:20 -07:00
Unknown W. Brackets
e22cc7ef6d
SoftGPU: Always clip, without special neg z case.
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Depth clamping doesn't change whether it clips. Also, avoid culling when
a vertex is behind the near plane.
2018-08-05 17:47:05 -07:00
Unknown W. Brackets
cd6b1f73c1
SoftGPU: Drop verts only when depth not clamped.
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Depth clamping bypasses the 4096x4096 box check.
2018-08-05 17:17:55 -07:00
Unknown W. Brackets
921727f163
GE Debugger: Fix preview crash.
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In some cases on first draw (e.g. from a test), this might be null and
crash. It was supposed to be the other program.
2018-08-05 17:12:46 -07:00
Unknown W. Brackets
77f0499f7f
GPU: Rename clipping flag to depth clamp.
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It seems to just to depth clamp. When depth clamp happens, it affects
clipping a little, but only for vertices that needed clamping.
2018-08-05 17:11:51 -07:00
Unknown W. Brackets
96ff23a471
Merge pull request #11283 from hrydgard/update-glslang-again
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Update glslang again. Might fix #11276
2018-08-05 17:02:25 -07:00
Henrik Rydgård
5b7f355b2b
Update glslang again. Might fix #11276
2018-08-05 10:42:29 +02:00
LunaMoo
9cb58ef6a3
Merge pull request #11281 from RetroSven/master
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add libretro hooks for memory pointers to allow usage of new retroarc…
2018-08-01 15:06:44 +02:00
Sven
85e742149a
add libretro hooks for memory pointers to allow usage of new retroarch cheat code searching and rumble-on-memory change features
2018-07-31 23:57:10 -04:00
Henrik Rydgård
31646d6c8d
Merge pull request #11277 from unknownbrackets/fragtest
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Oops, fix an edge case for avoiding discard
2018-07-30 08:50:27 +02:00
Unknown W. Brackets
7885a88c0c
GPU: Optimize > 0 alpha test using discard rules.
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It should be equally unsafe to use src color as dest blend factor, or
use blending with a subtract or min/max equation.
2018-07-29 11:39:06 -07:00
Unknown W. Brackets
78dc07e7a3
Headless: Fix graphics tests for Vulkan/Direct3D.
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Otherwise we hang because there's no thread to ever end.
2018-07-29 11:26:04 -07:00
Unknown W. Brackets
fba0de59c1
GPU: Restrict alpha test to zero for dest blend.
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We could end up with the wrong blending in other cases, because the
exiting color will get multiplied.
Luckily, this is still the common case.
2018-07-29 11:26:04 -07:00
Henrik Rydgård
a776dce593
Merge pull request #11269 from unknownbrackets/fragtest
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Avoid discard when we can blend
2018-07-29 09:49:16 +02:00
Henrik Rydgård
ec650adbc1
Merge pull request #11273 from unknownbrackets/savedata
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Savedata: Reset data size when retrying hash
2018-07-29 09:48:08 +02:00
Unknown W. Brackets
c4717fae2f
Savedata: Reset data size when retrying hash.
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It's even possible we might've not loaded the key before, so let's play it
safe and reset everything.
The previous fix only worked in some games, when dataSize was larger than
necessary.
2018-07-28 09:41:44 -07:00
Henrik Rydgård
42f4d7b40f
OpenGL: Fix bug where we could end up calling glUniformMatrix without a bound program. Found by GL debug callback on NV.
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This adds a bit of extra checking that's only enabled in _DEBUG builds.
2018-07-28 11:09:01 +02:00
Unknown W. Brackets
5ccd3ee4dc
GPU: Allow skipping discard when write disabled.
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Even if we depth test, if we don't write, we can still force alpha to
zero.
2018-07-27 20:16:51 -07:00
Unknown W. Brackets
8e49fa988c
GLES: Avoid discard when we can blend.
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May improve performance on PowerVR.
2018-07-27 20:06:41 -07:00
Unknown W. Brackets
5ad948df73
Vulkan: Avoid discard when we can blend.
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Where possible, replace alpha and color testing with a zero alpha value.
This allows early fragment tests more often, which may help #11227 . It
may also generally help performance on PowerVR devices.
2018-07-27 20:04:36 -07:00
Henrik Rydgård
e51ea85615
Be extra careful about never ever binding null textures when drawing backgrounds. See #11243
2018-07-21 22:48:39 +02:00
Unknown W. Brackets
9be6b22dd8
Merge pull request #11256 from hrydgard/spirv-cross-update
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Update the SPIRV-Cross library used to translate postproc shaders
2018-07-16 22:13:26 -07:00
Henrik Rydgård
a589a371e6
Update SPIRV-Cross to a fresher version.
2018-07-16 20:00:45 +02:00
Henrik Rydgård
e648b7d091
Vulkan validation: Ignore the depthreplacing error for now
2018-07-16 20:00:44 +02:00
Unknown W. Brackets
82f1b72c4a
Merge pull request #11254 from hrydgard/light-chan-cost
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Reduce the estimated transform cost of an additional light from 10 to 7 cycles
2018-07-15 07:42:34 -07:00
Henrik Rydgård
1f5d670b81
Merge pull request #11222 from hrydgard/glslang-update
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Update glslang to latest as of 2018-06-26
2018-07-15 13:48:21 +02:00
Henrik Rydgård
c404214042
Update glslang to latest as of 2016-06-26
2018-07-15 12:30:40 +02:00
Henrik Rydgård
ea1ef9277c
Reduce the estimated transform cost of an additional light from 10 to 7 cycles, see #5530 .
2018-07-15 12:13:25 +02:00
Henrik Rydgård
b37938b061
Merge pull request #11246 from unknownbrackets/debugger
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Debugger: Add a few more APIs
2018-07-11 13:42:26 +02:00
Henrik Rydgård
7e14a618b4
Merge pull request #11245 from weihuoya/screenshotx2
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Add screenshot max resolution limit
2018-07-09 23:05:57 +02:00
weihuoya
535def4b74
max res x2
2018-07-09 10:00:29 +08:00
Unknown W. Brackets
91a43c9d32
Debugger: Add force resume/kill thread API.
2018-07-07 18:58:37 -07:00
Unknown W. Brackets
2e6a52ed51
Debugger: Add backtrace API.
2018-07-07 18:36:47 -07:00
Unknown W. Brackets
8a7662adae
Debugger: Add function symbol add/remove API.
2018-07-07 09:56:59 -07:00
Unknown W. Brackets
2133b18198
Debugger: Add APIs for texture and CLUT.
2018-07-07 09:56:59 -07:00
LunaMoo
402033030b
Just a quick fix for a typo made in last big rewrite of cheat engine.
2018-07-07 15:45:56 +02:00
Henrik Rydgård
1f60c85cb6
Merge pull request #11238 from weihuoya/bezier-fx
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Bezier, cut below 2 and got 0
2018-07-05 09:36:42 +02:00
weihuoya
d9d9b14e53
Don't cut below 2
2018-07-05 15:29:40 +08:00
Unknown W. Brackets
1d430ffac9
SaveState: Fix stale state threshold.
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Micro not milli...
2018-07-04 18:00:06 -07:00
Henrik Rydgård
7f8868868e
Merge pull request #11234 from unknownbrackets/glsl-log
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Report GLSL compile failures better, workaround depal error
2018-07-01 01:33:43 +02:00
Henrik Rydgård
41e8854476
Merge pull request #11232 from unknownbrackets/armips
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Debugger: Update to latest armips
2018-07-01 01:31:54 +02:00
Unknown W. Brackets
8ae157e27f
Debugger: Update to latest armips.
2018-06-30 14:18:26 -07:00
Henrik Rydgård
53f1624327
Merge pull request #11235 from unknownbrackets/savedata
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Savedata: Use file hash to validate hash mode
2018-06-30 21:48:25 +02:00
Unknown W. Brackets
1976be48ab
Savedata: Use file hash to validate hash mode.
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This makes older PPSSPP save data also work, and also logs when save data
is detected as corrupt.
2018-06-30 12:17:52 -07:00
Unknown W. Brackets
716e6ad3a2
GLES: Include shader compile status in log/report.
2018-06-30 10:10:42 -07:00