27181 Commits

Author SHA1 Message Date
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.
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.
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.
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
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.
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
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
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.
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
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
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.
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.
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
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.
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
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.
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
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
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
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
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.
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
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
PPGe: Left align messages in dialogs
2020-05-24 12:54:53 +02:00
Henrik Rydgård
104bf3915e
Merge pull request #12956 from unknownbrackets/project
Cleanup MSVC project a little and move git-version-gen
2020-05-24 11:03:26 +02:00