Henrik Rydgård
70e99791aa
Merge pull request #8019 from LunaMoo/scaling_shaders
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Add 5xBR and scaling to existing 4xHQ
2015-10-14 20:58:19 +02:00
Henrik Rydgard
285480f992
More shader bit organization, viewer
2015-10-14 20:23:51 +02:00
Henrik Rydgard
4e26561d78
Fix bug in hardware skinning, improve shader viewer
2015-10-14 20:17:12 +02:00
LunaMoo
b054117aad
Technically we do change resolution, so this seems best solution
2015-10-14 20:07:06 +02:00
Henrik Rydgard
1308a90fd1
More shader viewer improvements
2015-10-14 20:04:44 +02:00
Henrik Rydgard
9d2589bc6e
Use previous improvement to find a bug that created lots of unnecessary fragment shaders
2015-10-14 19:52:41 +02:00
Henrik Rydgard
0b46b6b43a
Improvements to shader viewer
2015-10-14 19:50:39 +02:00
LunaMoo
612f569c82
Extra check for filtering in case of game change with same resolution.
2015-10-14 19:16:48 +02:00
Henrik Rydgård
953f712e3a
Merge pull request #8065 from hrydgard/shader-view
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Add new shader viewing tool
2015-10-14 19:05:24 +02:00
Henrik Rydgård
f7b3e5e693
Merge pull request #7922 from hrydgard/fragshader-depth-round
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WIP: Alternative to #7920 : Round depth in the fragment shader.
2015-10-14 18:36:05 +02:00
LunaMoo
9543250863
Add new postshader setting "upscaling"
2015-10-14 18:32:13 +02:00
Henrik Rydgard
7f4e473e8c
Add new shader viewing tool
2015-10-14 18:10:21 +02:00
Henrik Rydgard
09cc80f413
Don't skip lights that are being used for shade mapping when generating vertex shader IDs
2015-10-14 18:01:40 +02:00
Henrik Rydgard
f4d50feacb
Reduce the number of shaders generated by games that juggle a lot of lights, like Tekken 6
2015-10-14 17:56:36 +02:00
Henrik Rydgård
d12f74d49b
Slightly more elegant error handling
2015-10-14 17:44:50 +02:00
Henrik Rydgård
6bd1a43e20
Minor cleanups
2015-10-14 11:18:45 +02:00
Henrik Rydgård
cdf61ad21a
Fix bug in fragment shader ID reading
2015-10-14 11:17:13 +02:00
Henrik Rydgård
87f45ed307
OpenGL: Generate vertex shaders directly from the shader ID.
2015-10-14 10:50:29 +02:00
Henrik Rydgård
39f04ab5d6
OpenGL: Generate fragment shaders directly from the ID.
2015-10-14 10:50:08 +02:00
Henrik Rydgård
633385252b
Some extra functionality in ShaderID
2015-10-14 09:09:49 +02:00
Unknown W. Brackets
4e7c59daae
Fix minor typo.
2015-10-12 22:14:14 -07:00
Unknown W. Brackets
4222639a84
Oops, fix texture preview in GE debugger.
2015-10-12 21:40:47 -07:00
Henrik Rydgard
65b78b18ea
Only enable fragment shader depth rounding for Heroes Phantasia, should reduce flicker.
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Doens't fix but helps #6485
2015-10-11 20:52:00 +02:00
Henrik Rydgard
fecc825e66
Round depth in the fragment shader. Simpler alternative to #7920 but will not work on ES 2.0, and will in many cases be slower.
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So possibly this could be an option for modern devices, and possibly for games that #7920 can't fix.
2015-10-11 19:35:26 +02:00
Henrik Rydgard
f9f9619bea
Fix and clarify comments
2015-10-11 18:42:32 +02:00
Henrik Rydgard
652e4bca76
Fix for a struct padding error affecting Android-x86, making it produce savestates that were not compatible with the other platforms.
2015-10-11 14:38:26 +02:00
Unknown W. Brackets
161efea38e
Prevent unbinding array buffer in depal.
2015-10-07 22:11:24 -07:00
Henrik Rydgard
8107cb4423
Hopefully this will help issue #7969
2015-10-04 10:08:20 +02:00
Unknown W. Brackets
659ee2c3f6
Ensure we update sampling params on tex update.
2015-10-01 22:56:31 -07:00
Henrik Rydgard
c2f4fad56a
Fix another framebuffer race condition affecting #8002 (with postprocessing)
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We can only wipe framebuffers at end of frame time when we react to the resolution change.
If we wipe at any other time, they can get recreated early and thus at the previous size.
2015-09-29 22:10:01 +02:00
Henrik Rydgard
d3b265a3e4
Fix render resolution race condition. Should help #8002
2015-09-27 20:00:47 +02:00
Henrik Rydgard
b07b002040
Introduce "Compatibility Flags".
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These should be used very restrictively, see comment in Compatibility.h.
Should help #8004 , by disabling depth rounding in Fight Night round 3.
2015-09-27 01:23:20 +02:00
Henrik Rydgard
70cb4372c1
Assorted fixes to auto resolution. Fixes too low resolution and also #8002 , plus notification spam
2015-09-25 19:10:09 +02:00
Henrik Rydgård
eed2f9d9d5
Merge pull request #8000 from unknownbrackets/gpu-minor
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Allow framebufs to get smaller and affect the offset texture code
2015-09-25 09:47:16 +02:00
Henrik Rydgård
d8b43dd9e9
Fix #7999
2015-09-24 11:22:20 +02:00
Unknown W. Brackets
400b8886e6
Use the framebuf->height for offset calculation.
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This way if we shrunk the framebuffer, it'll still work.
2015-09-23 23:59:39 -07:00
Unknown W. Brackets
bb18fa4cd9
Allow framebufs to get smaller in expected size.
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This doesn't change the buffer size, but it does change the recorded size,
which effects how we calculate things about them.
2015-09-23 23:57:59 -07:00
Henrik Rydgård
5d7c4dd7c0
Merge pull request #7944 from sum2012/gpu_blacklist
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Blacklist some gpu
2015-09-23 18:15:21 +02:00
Henrik Rydgard
ec63663ad5
More consistent handling of resolution changes. Should help #7995
2015-09-23 12:25:38 +02:00
Henrik Rydgard
669508ed80
Restore some code that should not have been deleted (dupe on windows but not on other platforms)
2015-09-19 23:42:22 +02:00
Henrik Rydgard
4d18d478a0
Sample renderWidth/pixelWidth/height once per frame for the framebuffer manager.
2015-09-19 16:19:03 +02:00
Henrik Rydgard
3232e46c36
Make debug build nearly warning free in MSVC 2015
2015-09-17 22:02:15 +02:00
Henrik Rydgård
a71fbccfbc
Warning fixes for new LLVM on mac (warns on inconsistent usage of override)
2015-09-17 20:29:37 +02:00
Unknown W. Brackets
a66bc633f6
Fix nearest framebuffer check.
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Broken in 454a363.
2015-09-16 20:05:55 -07:00
Unknown W. Brackets
3233116749
Use fixed regs for uv bounds check in arm64.
2015-09-13 15:06:29 -07:00
Unknown W. Brackets
dff4aeb30f
Correct uv bound pointers in arm vertexjit.
2015-09-13 14:55:10 -07:00
Unknown W. Brackets
93e9d6cd56
Respect framebuffer offset in fb copies.
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We need to offset the copy coordinates also, or we'll copy the wrong
thing.
2015-09-13 11:35:15 -07:00
Unknown W. Brackets
62de281e35
Use texture UV range to optimize framebuf copies.
2015-09-13 11:34:52 -07:00
Unknown W. Brackets
f4df7f076e
Hash less of 512 tall textures when possible.
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This allows xBRZ to work better on such textures, and also may reupload
them less frequently.
2015-09-13 11:15:57 -07:00
Unknown W. Brackets
88eea00fe4
Add a safety against vertcache breaking uv checks.
2015-09-13 11:09:21 -07:00