Unknown W. Brackets
cdb7e2fc1e
GPU: Add sampler1 for postshader orig source.
2020-06-12 12:35:37 -07:00
Unknown W. Brackets
21ac3ca7a4
Draw: Fix textures and samplers at an offset.
2020-06-12 12:35:37 -07:00
Unknown W. Brackets
64435e56b1
Draw: Use uniform locs for GLES, add samplers.
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So that we can initialize and bind samplers.
2020-06-12 12:35:36 -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
Unknown W. Brackets
24e2d435b7
Merge pull request #12988 from hrydgard/inset-fixes
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Apply insets when drawing the emulated game
2020-05-31 17:56:57 -04:00
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
8e7d2109fe
VulkanQueueRunner: Fix some uninitialized struct members (not sure if it has any effect)
2020-05-31 19:35:19 +02:00
Henrik Rydgård
288fe3adeb
Merge pull request #12986 from sum2012/kernel_unkown3
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Thread: Default to kernel threads from kernel. by @unknownbrackets
2020-05-30 13:46:13 +02:00
Henrik Rydgård
2f7a456575
Merge pull request #12984 from kaiomatico/rpi64bit
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add raspberry pi 64 bit build files
2020-05-30 13:45:49 +02:00
sum2012
9900a761f8
oop
2020-05-30 19:44:48 +08:00
sum2012
d347d3b216
Remove log as @unknownbrackets suggest
2020-05-30 19:19:33 +08:00
kaiomatico
6848a3d1e7
add raspberry pi 64 bit build files
2020-05-29 15:35:01 +02:00
Henrik Rydgård
6f07e2b48b
Experimentally enable pixel-depth-rounding for Tales of Phantasia, tries to work around an Exynos driver bug.
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See #12890 .
2020-05-29 09:44:04 +02:00
Henrik Rydgård
751136f2e2
Time to update gradle again (Android Studio 4.0 was released)
2020-05-28 23:00:51 +02:00
Henrik Rydgård
2ba65c831a
Fix minor bug in StereoResampler debug display
2020-05-26 23:10:28 +02:00
Henrik Rydgård
774bea4f33
Merge pull request #12977 from unknownbrackets/travis
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Make UWP build again and build on Travis
2020-05-26 23:05:03 +02:00
Unknown W. Brackets
0edc3fa869
UWP: Fix safe insets.
2020-05-25 15:10:55 -07:00
Henrik Rydgård
737fb83471
Merge pull request #12978 from unknownbrackets/vulkan-load-ds
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Vulkan: Ensure depth/stencil load match on Mali
2020-05-25 22:57:16 +02:00
Unknown W. Brackets
40a0525aea
Vulkan: Ensure depth/stencil load match on Mali.
2020-05-25 12:14:03 -07:00
Unknown W. Brackets
c90c29df32
Vulkan: Trivially kill more empty steps.
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Just in case we have a DONT_CARE step.
2020-05-25 12:04:18 -07:00
Unknown W. Brackets
085a9ec0ce
Travis: Build UWP also.
2020-05-25 10:44:51 -07:00
Unknown W. Brackets
e299eb8743
UWP: Link ChatScreen.
2020-05-25 09:57:18 -07:00
Unknown W. Brackets
8f2fb0530c
UWP: Stub new inputbox system func.
2020-05-25 09:57:18 -07:00
Unknown W. Brackets
1b6b0c1649
UWP: Buildfix for controller vibration.
2020-05-25 09:44:05 -07:00
Unknown W. Brackets
b97fbcb462
UWP: Add libpng17 include path.
2020-05-25 09:44:05 -07:00
Unknown W. Brackets
f232352457
UWP: Include TextDrawer in main MSVC project.
2020-05-25 09:44:05 -07:00
Unknown W. Brackets
c46015e237
UWP: Fix TextDrawer with latest changes.
2020-05-25 09:44:05 -07:00
Unknown W. Brackets
e8b651fbd6
Thread: Default to kernel threads from kernel.
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This is an experiment. In most cases, allowKernel will be false.
2020-05-25 18:59:07 +08:00
Henrik Rydgård
b23f949931
Merge pull request #12973 from unknownbrackets/gpu-step-id
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GPU: Don't allow step id to decrease at a sync
2020-05-25 08:26:10 +02:00
Unknown W. Brackets
24c844445e
GPU: Don't allow step id to decrease at a sync.
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This might've caused us to miss necessary dynamic state dirtying in games,
but only in fairly specific cases. But it happens a lot when stepping via
the GE debugger.
2020-05-24 22:39:29 -07:00
Henrik Rydgård
e521801c8c
Merge pull request #12971 from unknownbrackets/ge-debugger
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GE Debugger: Fix alignment in GE dumps
2020-05-25 07:28:39 +02:00
Unknown W. Brackets
c8f8d55118
Vulkan: Correct viewport flag reset on rebind.
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Can't break since we're checking two separate flags.
2020-05-24 21:36:23 -07:00
Unknown W. Brackets
61f907fd18
GE Debugger: Fix alignment in GE dumps.
2020-05-24 19:06:20 -07:00
Unknown W. Brackets
8fa84fd717
Merge pull request #12968 from hrydgard/dirty-from-drawengine
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Dirty state from each DrawEngine
2020-05-24 15:35:05 -04:00
Henrik Rydgård
370678c498
Do a similar thing for D3D (let the backend handle the dirtying).
2020-05-24 20:57:59 +02:00
Unknown W. Brackets
8a9ea2aa86
Merge pull request #12967 from unknownbrackets/ui-lock
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UI: Lock around removal from dispatch queue
2020-05-24 14:47:04 -04:00
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
Unknown W. Brackets
544576e6c2
UI: Lock around removal from dispatch queue.
2020-05-24 10:57:32 -07:00
Henrik Rydgård
4f7e5df29a
Remove all those "GLES reset the blend state" comments.
2020-05-24 19:21:46 +02:00
Henrik Rydgård
bef078a3bd
GLRenderManager: Removes some redundant dirtying. Preserves blend state (color mask) across clears.
2020-05-24 19:18:04 +02:00
Henrik Rydgård
1ba7e01548
Merge pull request #12957 from unknownbrackets/sdl-egl
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SDL: Try to continue if EGL init fails
2020-05-24 18:57:28 +02:00
Unknown W. Brackets
4f111f7eb6
Merge pull request #12966 from hrydgard/dirty-vp-scissor-state-2
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Vulkan: After binding a new framebuffer, we always need to dirty the viewport/scissor state.
2020-05-24 12:21:51 -04:00
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
98e3caa959
Merge pull request #12965 from hrydgard/darkstalkers-normal-stretch
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DarkStalkers: Handle the "normal" screen stretch too, not just "wide".
2020-05-24 17:48:58 +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
Henrik Rydgård
f0550a6ded
Exclude a couple more commands from re-execution in ReapplyGfxState. See
2020-05-24 16:30:37 +02:00
Henrik Rydgård
f7270733a4
Merge pull request #12959 from unknownbrackets/ppge
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PPGe: Left align messages in dialogs
2020-05-24 12:54:53 +02:00
Henrik Rydgård
104bf3915e
Merge pull request #12956 from unknownbrackets/project
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Cleanup MSVC project a little and move git-version-gen
2020-05-24 11:03:26 +02:00