Henrik Rydgård
c5e0b799d9
Remove category from _assert_msg_ functions. We don't filter these by category anyway.
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Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Henrik Rydgård
82bc6f6cc5
Windows ARM fix, cleanup
2020-07-14 13:47:25 +02:00
Henrik Rydgård
131a1eedfb
Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
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Validation caught an issue where old stuff lingered in sampler 1 and texture 1.
Bug probably introduced in #12921 , but could also be others.
2020-07-13 23:32:37 +02:00
Henrik Rydgård
bb6219e402
Merge pull request #12921 from unknownbrackets/postshader
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Use less FBOs for chained post-processing shaders
2020-07-13 18:52:53 +02:00
Henrik Rydgård
6009bf7b74
Merge pull request #12952 from unknownbrackets/vulkan-safesize
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Vulkan: Match safe size behavior on all backends
2020-07-13 15:59:09 +02:00
Henrik Rydgård
b58ca8af12
Merge pull request #12945 from unknownbrackets/io-timing
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Make file open timing a bit more accurate
2020-07-13 13:37:53 +02:00
Henrik Rydgård
a722dfe0fb
Formalize "core excpetions" as a concept
2020-07-12 15:25:21 +02:00
Henrik Rydgård
73046239e3
Android: Add option to ignore camera notches when sizing the display.
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This is generally what you want, at least on phones with small notches.
Not sure about the most intuitive polarity and name of the setting.. bit
of a shame to create another setting with a negation. But most people
should probably ignore this.
2020-07-05 22:46:25 +02:00
Rémi Verschelde
e479bf7f7b
TextureDecoder: Fix misuse of NEON on all armv7
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`ppsspp_config.h` properly defines `PPSSPP_ARCH(ARM_NEON)` already for
arm64v8 and armv7+NEON, so we use that instead of using NEON instructions
on all armv7.
2020-06-27 17:29:24 +02:00
Henrik Rydgård
1349b83d54
Android: Fix odd screen centering with insets.
2020-06-14 19:58:54 +02:00
Unknown W. Brackets
cdb7e2fc1e
GPU: Add sampler1 for postshader orig source.
2020-06-12 12:35:37 -07:00
Unknown W. Brackets
dcf4498f82
GPU: Alternate FBOs for chained postshaders.
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If you apply 4 in a row at the same resolution, we only need two actual
FBOs. This will use less VRAM.
2020-06-12 12:35:36 -07:00
Unknown W. Brackets
9ef521d945
GPU: Avoid immediate postshader FBO recreate.
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Before, we created things at the wrong size, then recreated at the right.
Now we just start at the correct size once.
2020-06-12 12:35:35 -07:00
Henrik Rydgård
737688a22a
Annotate calls to RebindFramebuffer with their cause.
2020-06-02 09:51:38 +02:00
Henrik Rydgård
4fa6c7fd7f
Typo fix. Will hopefully help #12992 .
2020-06-01 16:19:17 +02:00
Henrik Rydgård
c8d48a8777
Handle insets correctly for the in-game final screen blit.
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Should help #12982 in case of phones with inset cameras.
2020-05-31 20:14:40 +02:00
Henrik Rydgård
e559fc022f
Minor refactor in PresentationCommon (combine loose coordinates to a struct)
2020-05-31 19:45:28 +02:00
Henrik Rydgård
370678c498
Do a similar thing for D3D (let the backend handle the dirtying).
2020-05-24 20:57:59 +02:00
Henrik Rydgård
bebf649705
OpenGL/Vulkan: Rework the contract around dynamic state. Removes some ugly dirtying from the GL render manager.
2020-05-24 20:27:58 +02:00
Henrik Rydgård
4f7e5df29a
Remove all those "GLES reset the blend state" comments.
2020-05-24 19:21:46 +02:00
Henrik Rydgård
cba0d16583
Vulkan: After binding a new framebuffer, we always need to dirty the viewport/scissor state.
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So that viewport and scissor commands get written to the new render pass.
Temporary solution until I can figure out how to abstract this away
in the RenderManager without losing perf.
2020-05-24 17:59:52 +02:00
Henrik Rydgård
defa8aa480
DarkStalkers: Handle the "normal" screen stretch too, not just "wide", to avoid a surprising performance drop.
2020-05-24 16:53:44 +02:00
Unknown W. Brackets
1432cc9431
GPU: Try a bit harder to determine safe size.
2020-05-23 00:54:22 -07:00
Unknown W. Brackets
ea1f0a1195
Vulkan: Match safe size behavior on all backends.
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Before, we would not mark a safe size for some Vulkan clears where depth
was not cleared, deviating from other backends. We also never detected
that on PowerVR. This makes things more consistent.
2020-05-23 00:25:39 -07:00
Unknown W. Brackets
3a1bc6a86b
GPU: Never set safe size larger than the buffer.
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Maybe this indicates the buffer size is wrong, but a safe size larger than
the buffer will make us try to download outside the buffer and lose the
Vulkan device.
2020-05-23 00:12:22 -07:00
Unknown W. Brackets
49abe9ed6c
Io: Open sce_lbn references and whole ISO faster.
2020-05-21 18:58:24 -07:00
Henrik Rydgård
1dec772145
Merge pull request #12944 from unknownbrackets/gpu-minor
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GPU: Ignore viewport for scissor of 481
2020-05-21 22:47:42 +02:00
Unknown W. Brackets
cd869d469d
GPU: Ignore viewport for scissor of 481.
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Assume it's still wrong in this case and take 480x272. See #12746 .
2020-05-21 11:37:36 -07:00
Henrik Rydgård
7d10a0c609
Remove a redundant framebuffer bind in CopyDisplayToOutput
2020-05-21 11:54:08 +02:00
Henrik Rydgård
fabe987c8f
Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
2020-05-21 11:24:05 +02:00
Henrik Rydgård
f1b9943947
Merge pull request #12930 from unknownbrackets/gpu-stencil
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GPU: Avoid unnecessary clear on stencil upload
2020-05-19 09:05:58 +02:00
Unknown W. Brackets
966ac4458a
Vulkan: Fix leak and remove extra allocator.
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The leak was because we restored immediately after initializing, and
therefore leaked several pipelines.
This allocator isn't used right now, so just using up memory.
2020-05-18 23:07:44 -07:00
Unknown W. Brackets
4ef4325fdb
GPU: Avoid unnecessary clear on stencil upload.
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In this common case, we've typically just bound the buffer to upload a
texture to it. No need to start a new render pass.
This dodges #12927 but doesn't really fix the underlying issue.
2020-05-18 21:36:06 -07:00
Unknown W. Brackets
32a7e7345e
GPU: Centralize framebuffer download.
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And try not to use a potentially-null nvfb. Primarily this can happen on
Direct3D backends.
2020-05-17 10:59:33 -07:00
Henrik Rydgård
7a6489ebb4
Merge pull request #12905 from unknownbrackets/postshader
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Allow chained post-processing shaders
2020-05-17 16:09:05 +02:00
Unknown W. Brackets
7910b4029a
arm64jit: Track writable and non-writable pointers.
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Switch uses different memory regions. We can handle this, might as well
cleanup some const abuse.
2020-05-17 00:15:12 -07:00
Unknown W. Brackets
cb739fc0b9
GPU: Allow each shader in chain to have settings.
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It'll be up to the author to make the setting names make sense, though.
They'll show from first shader to last.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
ff68a0d50f
UI: Translate shader setting names.
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Also, only save settings in ini that have names.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
1e0c5db3a9
GPU: Keep last output size in chained postshaders.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
978aa89768
GPU: Prevent infinite loops in postshader chains.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
8a626dffc5
GPU: Force nearest only for the upscaling filter.
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So, if we upscale and then apply an effect, we won't use nearest on that
effect.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
d9195c68b3
GPU: Move calculating render res to presentation.
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Since it best understands what the first postshader wants.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
477e988a68
GPU: Allow postshaders to have parents.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
b79ecc159f
GPU: Update postshader uniforms for each.
2020-05-16 12:04:36 -07:00
Unknown W. Brackets
2d8ea9576a
GPU: Process all postshader pipelines.
2020-05-16 12:04:36 -07:00
Unknown W. Brackets
5612f9b0af
GPU: Cleanup a comment, we use shorts now.
2020-05-16 12:04:36 -07:00
Unknown W. Brackets
31ffbbf44f
GPU: Move things around to be per postshader.
2020-05-16 12:04:36 -07:00
Henrik Rydgård
67ab51bb90
Merge pull request #12901 from iota97/postshader-setting
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Post shader setting uniform
2020-05-16 21:01:23 +02:00
Henrik Rydgård
a63706925f
Very minor optimization in PresentationCommon (don't upload the indices every frame).
2020-05-16 14:56:38 +02:00
iota97
b07874cd00
Fix per game setting and pack setting in vec4
2020-05-16 09:27:53 +02:00