Commit Graph

2990 Commits

Author SHA1 Message Date
Henrik Rydgard
cba37e54d0 Preparations for unifying CopyDisplayToOutput 2017-02-15 22:47:50 +01:00
Henrik Rydgard
7652bc2d8b Declare DrawActiveTexture in FramebufferCommon 2017-02-15 22:47:49 +01:00
Henrik Rydgard
0fb1e95bac Remove GLSL program argument to DrawActiveTexture - bind before instead. 2017-02-15 22:47:44 +01:00
Henrik Rydgard
d084da9e04 DrawActiveTexture: Don't allow passing in nullptr as a GLES program 2017-02-15 21:51:40 +01:00
Henrik Rydgard
3ac0fc2466 Move compiledraw2dprogram out of DrawActiveTexture 2017-02-15 21:51:39 +01:00
Henrik Rydgard
f95ab4a0fa One more step 2017-02-15 21:51:39 +01:00
Henrik Rydgard
8f48816baa Move CalcShaderUniforms to FramebufferCommon 2017-02-15 21:51:38 +01:00
xebra
e2f9dc8f28 Add support compat to fake mipmap hacks. 2017-02-15 01:02:51 +09:00
xebra
ef536ae54d Move wasted checks in FastRunLoop() to Execute_TexLevel() 2017-02-15 01:02:50 +09:00
xebra
945e603072 Fix fake mipmap issue related #5350 2017-02-15 01:02:50 +09:00
Henrik Rydgård
abbd6cb1d1 Fix DrawActiveTexture, now Buffered Rendering is starting to work 2017-02-12 11:20:55 +01:00
Henrik Rydgård
f7717063a8 Assorted fixes for memory leaks etc 2017-02-10 14:41:32 +01:00
Henrik Rydgard
ba95e0f4d9 Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
Henrik Rydgard
9f00b355ca Unify DownloadFramebufferForClut 2017-02-08 15:58:46 +01:00
Henrik Rydgard
454f2cf4bf Unify "SetOffsetTexture" 2017-02-08 15:48:36 +01:00
Henrik Rydgard
346b9d0c51 Texcache: Unify SetTextureFramebuffer 2017-02-08 15:44:01 +01:00
Henrik Rydgard
096018a163 Texcache: Unify AttachFramebuffer, misc 2017-02-08 15:37:40 +01:00
Henrik Rydgard
3b18f4452f TexCache: Unify Invalidate, InvalidateAll, ClearNextFrame 2017-02-08 15:24:33 +01:00
Henrik Rydgard
29b30c197b Unify CheckFullHash 2017-02-08 15:24:27 +01:00
Henrik Rydgard
391f7be8f9 Unify DecimateFBOs 2017-02-07 00:46:14 +01:00
Henrik Rydgard
5c69878ccb Unify ResizeFramebufFBO 2017-02-07 00:38:12 +01:00
Henrik Rydgard
27d5c5a2d4 Unify NotifyRenderFramebufferSwitched 2017-02-07 00:29:02 +01:00
Henrik Rydgard
19868b5df7 Unify GetTempFBO 2017-02-07 00:24:38 +01:00
Henrik Rydgard
06addecb3d Unify cardboard settings calculation 2017-02-07 00:19:31 +01:00
Henrik Rydgard
5b181e8244 Further work on DrawActiveTexture 2017-02-07 00:13:54 +01:00
Henrik Rydgard
275f9248a1 Preparing to unify the DrawActiveTexture API 2017-02-07 00:08:45 +01:00
Henrik Rydgard
89763efe57 Unify SetNumExtraFBOs 2017-02-07 00:08:45 +01:00
Henrik Rydgard
9e644aa815 Unify NotifyRenderFramebufferUpdated 2017-02-07 00:08:45 +01:00
Henrik Rydgard
85ec96ecf1 Unify NotifyRenderFramebufferCreated 2017-02-07 00:08:45 +01:00
Henrik Rydgard
a0992cce75 Unify DestroyFramebuf() 2017-02-07 00:08:45 +01:00
Henrik Rydgard
55aa879216 A lot of buildfixes 2017-02-06 16:16:43 +01:00
Henrik Rydgard
be557fc323 Remove fbo_preferred_z_bitdepth 2017-02-06 11:40:16 +01:00
Henrik Rydgard
e42f5e6f46 Rename the fbo_ functions to match the rest of DrawContext. 2017-02-06 11:40:16 +01:00
Henrik Rydgard
ad29974a56 Change when drawcontexts are allocated. Hook up backbuffer events to fix d3d9 resizing. 2017-02-06 11:40:16 +01:00
Henrik Rydgard
f1c96c056d Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
Henrik Rydgard
d05ef4a859 Pass through the DrawContext to texturecaches and fb managers.
This is preparation for sharing more framebuffer code between the
backends.
2017-02-05 19:51:50 +01:00
Henrik Rydgard
1a149ba02d Final tweak to the cleaned up FBO api before moving it to thin3d. Buildfixes. 2017-02-04 22:25:34 +01:00
Henrik Rydgard
bec2921aca Add escape route for some more esoteric FBO functionality 2017-02-04 22:25:34 +01:00
Henrik Rydgard
0b7f3720ae More FBO api cleanup 2017-02-04 22:25:34 +01:00
Henrik Rydgard
daee5c24e5 Work towards unifying the GL and DX FBO APIs 2017-02-04 22:25:34 +01:00
Henrik Rydgard
089fa4f5a7 Delete more unused fbo functions 2017-02-04 22:25:34 +01:00
Henrik Rydgard
16dda97dfa Get rid of fbo_unbind_read 2017-02-04 22:25:34 +01:00
Henrik Rydgard
8f00dd3f30 Hide glBlitFramebuffer behind fbo_blit 2017-02-04 22:25:34 +01:00
Henrik Rydgard
d14a388441 Hide glCopyImageSubData behind the FBO interface 2017-02-04 22:25:34 +01:00
Henrik Rydgard
3ceb0a8540 Some simple renaming 2017-02-04 11:47:19 +01:00
Henrik Rydgard
389650e2a7 Need to include getUVGenMode in vertex cache hash. Fixes #9263 2017-02-04 11:15:47 +01:00
xebra
82bb6cbaad Fix #9275 2017-02-03 16:37:10 +09:00
xebra
37a0907598 Fix supporting gl_InstanceID. 2017-02-01 21:21:57 +09:00
xebra
918bee8801 Add support OES_texture_half_float. 2017-02-01 14:37:03 +09:00
xebra
4fbc92d3f0 Revert gpu features flags to 32-bit. 2017-02-01 00:14:38 +09:00
xebra
6adddbbd38 [spline/bezier]Turn off Hardware Tessellation if device is unsupported. 2017-01-31 23:37:07 +09:00
xebra
159aa1415d [spline/bezier]Add some gpu features flags for Instanced Tessellation. 2017-01-31 23:37:06 +09:00
xebra
ce27f7b0b5 Expand gpu features flags to 64-bit. 2017-01-31 23:37:06 +09:00
Henrik Rydgard
0d1d6f98e4 Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
Henrik Rydgard
2a231b397b Unbreak environment mapping 2017-01-30 16:13:47 +01:00
Henrik Rydgard
0e4fb11a2d If we can predict that the texcoord.z will always be 1.0 after the matrix, skip texture projection. Should help #9189 2017-01-30 16:03:57 +01:00
Henrik Rydgard
24cc3dbc70 Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification. 2017-01-30 16:03:57 +01:00
Henrik Rydgard
5b1b4329fd GL: some extra error checks for texture loading 2017-01-29 14:19:58 +01:00
Henrik Rydgard
d7da981a62 Make the Dangan Ronpa hack use the compat system instead of hacky code 2017-01-29 00:12:20 +01:00
Henrik Rydgard
e59cafe177 Don't rely on gstate_c.spline or bezier during shader compile, as that doesn't work with the cache. Should fix #9249 2017-01-28 22:34:10 +01:00
Henrik Rydgård
d5d9d87dc6 Update the shader cache version to avoid obsolete shaders sticking around. Should fix #9249. 2017-01-28 22:11:48 +01:00
Henrik Rydgard
182d87cc15 Minor cleanup in GPU dispatch tables 2017-01-28 12:11:56 +01:00
Henrik Rydgard
ab6bc4cb16 Restores a lost optimization from uv prescale - avoiding flushing. Should fix #9219.
Also #ifdef away some invalid-address checks in hot paths in the GPU.
2017-01-28 11:39:34 +01:00
Henrik Rydgard
9c55e1e0de Only enable RAM Clears for the SOCOM games that require it.
Should remove the performance impact of #8994 which is bigger than
expected, it seems (cache pollution?)
2017-01-28 10:11:43 +01:00
xebra
a460acf411 [spline/bezier]Fix to build GLES. 2017-01-27 13:32:36 +09:00
xebra
0e6c2b00cf [spline/bezier]Fix compatibility for GLES. 2017-01-27 13:32:35 +09:00
Henrik Rydgard
98e0ccf1e1 Vertex JIT: Add some missing functions to ARM/ARM64 decoders. 2017-01-25 20:13:29 +01:00
Henrik Rydgård
524854ac16 Merge pull request #9233 from xebra/spline_bezier
[spline/bezier]Remove wasted code.
2017-01-24 23:33:51 +01:00
xebra
133a9d78a8 [spline/bezier]Remove wasted code. 2017-01-25 06:35:36 +09:00
Henrik Rydgard
d85888dc2b Table-driven dirty-flags for Vulkan and D3D9. Minor Vulkan optimization. 2017-01-24 18:12:20 +01:00
Henrik Rydgard
1fe32d380b Update lots of dirty-flag table entries 2017-01-24 18:12:20 +01:00
Henrik Rydgard
c70265d7f2 Use table-driven dirtying instead of callbacks in GPU_GLES 2017-01-24 18:12:20 +01:00
Henrik Rydgard
e4cb44c243 Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
Henrik Rydgard
c289a2c7bf Split TextureChanged into two bools, so we can later convert to dirtyflags 2017-01-24 18:12:20 +01:00
Henrik Rydgard
7d60ec73be Move framebufChanged into the dirty flag field 2017-01-24 18:12:20 +01:00
Henrik Rydgard
b423998c36 Move uniform dirty-flag to gstate_c, opening up for other uses. 2017-01-24 18:12:20 +01:00
xebra
3ecff41908 [spline/bezier]Fix to avoid temporarily texture animation bug with hardware tessellation. 2017-01-24 14:39:19 +09:00
Henrik Rydgard
f111767315 Workaround the lack of support for software skinning in Vulkan 2017-01-23 22:06:30 +01:00
Henrik Rydgard
69267d4cd6 Minor optimizations 2017-01-23 21:14:27 +01:00
Henrik Rydgard
ae37df0a8c Further centralization of EstimatePerVertexCost, now moved to GPUCommon 2017-01-23 21:11:39 +01:00
Henrik Rydgard
daf02f1de6 Centralize the matrix load functions, no need to duplicate them for each backend. 2017-01-23 21:11:39 +01:00
Henrik Rydgard
3c221a7ebd Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared. 2017-01-23 21:11:39 +01:00
Henrik Rydgard
097638f4fd Fix crash bug 2017-01-23 21:09:20 +01:00
Henrik Rydgard
59d80a3785 Share the set of dirty flags between the backend, to let use share more code. 2017-01-23 20:39:17 +01:00
Henrik Rydgard
63c00ec528 Don't need to take vertex format into account when applying UV scale for spline/bezier 2017-01-23 17:44:13 +01:00
Henrik Rydgard
bd4436c6eb Centralize EstimatePerVertexCost and Execute_BlockTransferStart 2017-01-23 17:22:17 +01:00
Henrik Rydgard
d9acd27126 Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
Henrik Rydgård
f111eede85 Some GLSL syntax fixes 2017-01-23 14:31:44 +01:00
xebra
7530e35ab6 Fix 64bits shader dirty flags properly. 2017-01-23 14:13:28 +01:00
xebra
de253a6aef [spline/bezier]Revert #ab9c1d4 about spline/bezier. 2017-01-23 14:12:46 +01:00
xebra
deea258383 [spline/bezier]Fix to avoid crashing when activated hardware tessellation with dx9 and vulkan. 2017-01-23 14:12:03 +01:00
xebra
334afbd1ae [spline/bezier]Fix again about compatibility with GLES. from @LunaMoo. 2017-01-23 14:12:03 +01:00
xebra
67503ed160 [spline/bezier]Small fixes for compatibility with GLES 2.0. 2017-01-23 14:12:03 +01:00
xebra
5aeaa95f2c [spline/bezier]Implement hardware tessellation on OpenGL. 2017-01-23 14:12:02 +01:00
xebra
38293adc78 [spline/bezier]Expand shader dirty flags to 64 bit, and add some flags for hardware tessellation. 2017-01-23 14:12:02 +01:00
Henrik Rydgard
ab9c1d4dc0 Centralize the spline/bezier/bbox execute functions into GPUCommon 2017-01-21 20:43:05 +01:00
Henrik Rydgård
5af8b152e1 Further buildfixes 2016-12-27 11:59:12 +01:00
Henrik Rydgård
674937a520 Extend some enums with potentially useful values 2016-12-27 11:59:12 +01:00
Henrik Rydgard
dc5c0c0d2d Centralize ProcessEvent 2016-12-21 20:02:05 +01:00
Henrik Rydgard
7634ff7f09 Centralize a few more functions, fix DX9 2016-12-21 18:51:19 +01:00
Henrik Rydgard
98ebf9ed6f Centralize PerformStencil* and Invalidate* functions 2016-12-21 18:33:08 +01:00
Henrik Rydgard
866d4a645f Centralize "PerformMemory*" functions 2016-12-21 18:26:06 +01:00
Henrik Rydgard
e15cba0e1b Centralize "Resized()" 2016-12-21 18:13:58 +01:00
Henrik Rydgard
7e46a153c0 Centralize DoBlockTransfer between the GPUs.
Required adding a pointer to the framebuffer manager and texture cache in
GPUCommon, which took a little bit of refactoring.
2016-12-21 18:07:17 +01:00
Henrik Rydgard
0fa2f2c7ae Remove more now-unused code 2016-12-20 13:50:07 +01:00
Henrik Rydgard
1dbeca0618 Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
Henrik Rydgard
9d7983eee8 Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +01:00
Julian
c92ec20811 Fixed Inconsistent texture filtering in Disgaea 2 #4235 2016-12-16 22:53:55 +02:00
Henrik Rydgård
705627d6d3 Merge pull request #9053 from Orphis/android_define
android: Change preprocessor define to standard __ANDROID__
2016-10-12 13:12:14 +02:00
Florent Castelli
e0ff68b3f6 c++11: Remove compat header base/functional.h
We want a proper C++11, not tr1. We don't target those compilers anyway.
2016-10-12 11:32:45 +02:00
Florent Castelli
70593d1004 android: Change preprocessor define to standard __ANDROID__
ANDROID is only standard to the old Makefile buildsystem, not the platform.
2016-10-12 11:14:09 +02:00
Unknown W. Brackets
4d0c457ddc Cleanup display vs. output screenshot terminology. 2016-09-25 16:35:43 -07:00
Unknown W. Brackets
fa0e88f1b7 Add a flag to use the display vfb for screenshots.
This fixes proportions of reporting, savestate screenshots, and TAS
recording for PS1 ports, mainly.
2016-09-25 16:32:18 -07:00
Unknown W. Brackets
f5f9b5227d Tweak 565 buffer clearing. 2016-09-18 20:38:19 -07:00
Unknown W. Brackets
ee0bc6c04d Clear memory when clearing drawing.
This should help synchronize block transfers better.

Should improve #8973.
2016-09-18 20:38:19 -07:00
Henrik Rydgard
2337523fe9 Try to avoid a commonly reported crash in TextureCache, though not sure what really to do here 2016-09-18 23:11:41 +02:00
Unknown W. Brackets
26809c1d7a Determine alpha test texture after texture.
Because, of course, this reads texture alpha parameters for blending
optimizations.

Fixes #8970.
2016-09-11 11:05:04 -07:00
Unknown W. Brackets
92d930887f Android: Add both a lost and restore phase.
Lost = delete, restore = create.  Let's stick to never overlapping.

May help #8912.
2016-09-10 21:58:42 -07:00
Henrik Rydgard
5005e83254 Consistency improvements to the memory protect/alloc APIs 2016-08-28 12:28:17 +02:00
Unknown W. Brackets
086dc9e0ed Move Apple GL2.0 forcing to a common place. 2016-08-08 17:56:11 -07:00
Unknown W. Brackets
b1e57a29a4 Handle core profile better in shader generators. 2016-08-08 17:56:10 -07:00
Unknown W. Brackets
f0a8e931ff Remove UTF-8 BOMs from a few files.
And note the only ones that do need them in editorconfig.
2016-08-07 17:59:35 -07:00
Unknown W. Brackets
c79916711e gedbg: Fix draw stepping during rendering.
Was losing the currently bound framebuffer.
2016-08-06 15:57:44 -07:00
Henrik Rydgård
eac18489e6 Merge pull request #8867 from unknownbrackets/mpeg
Improve mpeg parsing / corruption issues
2016-08-06 18:14:17 +02:00
Unknown W. Brackets
e55198f7e7 Correct some initialization order warnings.
Also, another missing init with IRBlocks.
2016-08-05 10:46:11 -07:00
Unknown W. Brackets
c9a9fc5e44 Allow block transfers to resize framebuffers.
Helps the ending video in Valkyrie Profile.  See #6008.
2016-07-24 15:58:06 -07:00
Unknown W. Brackets
5962093ef5 Centralize the majority of texture decode. 2016-06-19 08:05:54 -07:00
Unknown W. Brackets
339f065a5c Centralize texture deindexing more. 2016-06-19 07:14:31 -07:00
Unknown W. Brackets
6151f8ef9f Allow taking screenshots with a clamped size.
Sometimes 10x is a little on the big side.
2016-06-12 07:09:01 -07:00
Unknown W. Brackets
65ae92c78b Also avoid updating images with replacements. 2016-06-06 23:02:56 -07:00
Unknown W. Brackets
fc77e2f8fc Flag replaced/scaled textures so we don't reuse.
Otherwise, we may try to use the replaceImages path, and end up with a
small updated texture in the top left of a large replaced texture.
2016-06-06 19:35:58 -07:00
Henrik Rydgard
8294a54a70 Disable dual source blending on nvidia Android. See #8243 2016-06-05 09:15:10 +02:00
Unknown W. Brackets
c12f835364 Download single-use renders right away.
Should prevent issues with the memory being reused soon after, hopefully.
See also #8781 and #7695.
2016-06-04 19:36:30 -07:00
Unknown W. Brackets
a1fbcc3d93 Avoid directly calling osm from Core/GPU code.
This allows UI to handle the message however it wants to, and reduces
cross linkage issues.
2016-05-27 22:05:30 -07:00
Unknown W. Brackets
f168978d3e Properly set w/h on first use of a render-to-tex.
We were getting the wrong w/h when it wasn't in the texture cache already.
2016-05-21 17:53:42 -07:00
Unknown W. Brackets
2d53eb5456 Ensure we don't try to hash framebuffers.
Let's keep when we do things consistent: measure alpha on apply always.
2016-05-21 15:40:58 -07:00
Unknown W. Brackets
3ba46a71af Properly reset back to GL_TEXTURE0 in bind color. 2016-05-21 15:31:58 -07:00
Unknown W. Brackets
7f1ed0737e Fix depal/indexed rendering in core profile.
Oops, this needs to be bound after we apply the texture.
2016-05-21 15:30:54 -07:00
Unknown W. Brackets
b09c2b1f75 Add some missing override definitions. 2016-05-21 09:29:03 -07:00
Unknown W. Brackets
f08c873a4b Save FBOs on decimate when they have a safe size.
Fixes #7695.
2016-05-19 21:23:22 -07:00
Unknown W. Brackets
68717411b1 Track when we see a clear indicate a size of a vfb. 2016-05-19 21:17:09 -07:00
Henrik Rydgård
2c84411426 Merge pull request #8720 from unknownbrackets/tex-range
Move texture decode/hash to after vertex decode
2016-05-07 22:15:19 +02:00
Unknown W. Brackets
4b89f44d1c Avoid scheduling a rescale when scaling is off.
This happens for PPGe and kernel textures, and replacements.  Before, we
would continually reload, trying to scale, but each time decide not to
scale.
2016-05-06 19:58:01 -07:00
Unknown W. Brackets
4ce02e0920 Fix a couple more bugs in texture build. 2016-05-01 13:42:06 -07:00
Unknown W. Brackets
bfe23361cd Update maxSeenV earlier.
Now, the initial fullhash is already on the correct range.
2016-05-01 13:26:12 -07:00
Unknown W. Brackets
6bd86f462d Move texture hashing to end of texture apply.
This might also make it more possible to do it on a thread, but it's
likely still too quick.
2016-05-01 13:24:53 -07:00
Unknown W. Brackets
fbef79826b Oops, correct replaceImages. 2016-05-01 13:22:53 -07:00
Unknown W. Brackets
bce5c74dbf Refactor out texture rehash check. 2016-05-01 13:11:35 -07:00
Unknown W. Brackets
82c1eaad65 Let's not overuse nextTexture_. 2016-05-01 13:03:40 -07:00
Unknown W. Brackets
1a26699607 Refactor texture loading to move things around. 2016-05-01 11:17:55 -07:00
Unknown W. Brackets
c20075b0e0 Pass video info to texture replacements. 2016-05-01 08:54:43 -07:00
Unknown W. Brackets
f5b93bc6f0 Remove global num videos hack. 2016-05-01 08:53:48 -07:00
Unknown W. Brackets
99d29356d7 Track video addresses in texture cache. 2016-05-01 08:39:18 -07:00
Unknown W. Brackets
f26c0328da Check alpha when loading replaced textures. 2016-05-01 00:30:53 -07:00
Unknown W. Brackets
e1fd6b6f21 Account for scaleFactor when saving clipped PNG. 2016-05-01 00:30:50 -07:00
Unknown W. Brackets
7528605d3d Correct loading replaced upscaled textures. 2016-05-01 00:30:49 -07:00
Unknown W. Brackets
9ffc717de1 Properly save 16-bit textures for replacements. 2016-05-01 00:30:47 -07:00
Unknown W. Brackets
0c357c0ea3 Pass w/h in for replacement lookup.
So we can scale the w/h properly.
2016-05-01 00:30:44 -07:00
Unknown W. Brackets
d6e5df6f21 Save individual mip levels. 2016-05-01 00:30:41 -07:00
Unknown W. Brackets
565653c77b Save and load textures using full key.
Of course, need this, not just the hash.
2016-05-01 00:30:40 -07:00
Unknown W. Brackets
5dbc2b9267 Initial support for saving textures to PNGs. 2016-04-30 15:03:39 -07:00
Unknown W. Brackets
bf39e61458 Setup initial structure for texture replacements. 2016-04-30 13:44:31 -07:00
Unknown W. Brackets
b1f0d4869c Advance pointers after drawing splines.
Tests show this is just like beziers.
2016-04-10 17:12:48 -07:00
Unknown W. Brackets
d920ffdcad Ignore upper bits of prim type.
This matches tests on what hardware does.
2016-04-10 13:11:55 -07:00
Unknown W. Brackets
e95b2cf0d5 Reduce some repetitive code. 2016-04-10 13:07:08 -07:00
Unknown W. Brackets
868bbb8ebe Advance vertex/index pointers on bezier submit.
Just like other primitives.
2016-04-10 12:59:06 -07:00
Unknown W. Brackets
277b76e2ae Treat GE_PATCHPRIM_UNKNOWN as points.
Confirmed by tests on hardware - although it's doubtful any games use
this type.
2016-04-10 11:58:15 -07:00
Unknown W. Brackets
3d5dd24528 Remove an unnecessary func define.
Was already moved to FramebufferCommon.
2016-04-10 02:31:56 -07:00
Unknown W. Brackets
02995ff083 Tiny cleanup to indexgen. 2016-04-10 02:30:33 -07:00
Unknown W. Brackets
1e0051a792 Add support for 32-bit indices.
Not clear how often these are used by games.  Let's find out.
2016-04-10 02:24:58 -07:00
Henrik Rydgard
d85dce0c21 Add limited support for newly discovered 32-bit index buffer format (by unknownbrackets)
See https://github.com/hrydgard/pspautotests/pull/184

Will truncate indices past 65536.
2016-04-10 11:03:07 +02:00
Henrik Rydgard
7cb6192005 Rename the TransformPipeline files to DrawEngine, and GLES_GPU to GPU_GLES 2016-04-10 10:31:42 +02:00
Henrik Rydgard
e611915a52 Rename some GPU classes and enums to fix some consistency issues between the backends. 2016-04-10 10:21:48 +02:00
Unknown W. Brackets
3db8f7d320 Allow shader framebuffer fetch on GLES3 only.
Note: before we did not support it properly on GLES3 devices.
2016-04-09 12:08:43 -07:00
Henrik Rydgard
727058fc27 Remove an entry from GPUStats that didn't really belong. 2016-04-02 11:06:05 +02:00
Henrik Rydgard
ad0da06f65 Forgot to remove these from the debug string. 2016-04-02 10:36:51 +02:00
Henrik Rydgard
c1e9df0777 Adjust the displayed debug stats for each backend. Cleanup. 2016-03-31 10:23:40 +02:00
Henrik Rydgard
5ef608fa50 GPU stats: Have each backend format its own string. 2016-03-31 10:17:02 +02:00
Henrik Rydgard
40d05e292c Cleanup in FramebufferVulkan to reduce the size of future diffs 2016-03-28 20:23:29 +02:00
Unknown W. Brackets
1300631e9a Allow unswizzling with a dest pitch. 2016-03-26 23:38:50 -07:00
Unknown W. Brackets
9cd0544137 Flip GL debug stencil/depth in non-buffered. 2016-03-26 17:25:45 -07:00
Unknown W. Brackets
f31fbb9417 Cleanup fbTexInfo_ when detaching framebuffers. 2016-03-26 12:30:34 -07:00
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aad04f2941 Centralize the texcache key format. 2016-03-26 12:30:33 -07:00
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e8c8f19aec Move framebuf attachment into central code.
It doesn't look like this will be different, and there's a bug in it.
2016-03-26 12:30:32 -07:00
Henrik Rydgard
bd17351ef9 Texcache: Minor refactor/cleanup 2016-03-22 23:56:55 +01:00
Henrik Rydgard
20f227cc4d Vulkan: Fix Prescale UV 2016-03-21 18:50:11 +01:00
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add506a0d3 Cleanup differences in aniso handling.
Some places were not handling it as a power of two.
2016-03-20 19:31:02 +01:00
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8efbcf8d42 Use draws for alpha/stencil only clear in Vulkan. 2016-03-20 19:31:02 +01:00
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ba7deb7c9a Fix GE debugger preview in non-buffered. 2016-03-20 19:31:02 +01:00
Henrik Rydgard
28ae840abe Pipelines, samplers, description sets, oh my 2016-03-20 19:30:11 +01:00
Henrik Rydgard
4c0e6d0138 Some renaming, fixes and tweaks to the gl_lost mechanism, which is again needed 2016-03-17 21:30:16 +01:00
Henrik Rydgard
d67b148712 Add math dataconv funcs for packed values. 2016-03-06 11:33:53 -08:00
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212848c1cc Explicitly enable dual source blending in shader.
Without this, the shader fails to compile on SHIELD devices with
up-to-date drivers.  It may have also been failing on other devices.

The specification notes that the #extension line must be used.
2016-03-05 13:27:27 -08:00
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7dfe8b58dc Clear attrMask on bad shader compile.
This prevents various crashes when incorrect attributes are enabled.
2016-03-05 13:14:25 -08:00
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505ff99461 Maintain and use a freelist for buffer objects.
Only for sized buffers, which are the ones we gain something from reusing.
2016-02-28 15:10:41 -08:00
Henrik Rydgard
5f761c346b Attempt workaround for #8610 2016-02-28 11:06:49 +01:00
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346e98046d Forgot to remove this report, not needed now. 2016-02-13 09:31:03 -08:00
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5894431fa0 Correct buffer size for offset download.
We need h, not h - y.  Should be #7819.
2016-02-11 22:30:44 -08:00
Henrik Rydgard
5bfeafc037 PackFramebufferSync_: Check for bad parameters that could cause crash
My theory for the #7819 crash
2016-02-11 22:10:54 +01:00
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271829c991 Consider depth blitting a slow framebuffer effect. 2016-02-10 21:02:19 -08:00