25126 Commits

Author SHA1 Message Date
Henrik Rydgård
a0c061a37d
Merge pull request #11602 from mrfixit2001/patch-1
Avoid possible compile error: conflicting defs
2018-11-26 22:54:16 +01:00
mrfixit2001
53e6fbadf4
fix ifdef vs if defined 2018-11-26 16:02:25 -05:00
mrfixit2001
0ab6c59fbe
Avoid possible compile error: conflicting defs
In some cases, depending on the build flags, these two lines can be actively compiled at the same time, resulting in a conflicting definitions error:
https://github.com/hrydgard/ppsspp/blob/master/GPU/Common/DrawEngineCommon.h#L41
https://github.com/hrydgard/ppsspp/blob/master/GPU/Common/TextureDecoder.h#L88

I believe all that's necessary here is to add these "or" clauses to avoid it and safeguard against the error.
2018-11-26 14:59:14 -05:00
Henrik Rydgård
d08a2eed6d
Merge pull request #11594 from unknownbrackets/cullmode
GPU: Correctly flush on cull mode change
2018-11-26 09:29:15 +01:00
Henrik Rydgård
a3bf2ee626
Merge pull request #11597 from unknownbrackets/softgpu-texmtx
SoftGPU: Calculate texcoords in transform
2018-11-26 09:28:44 +01:00
Unknown W. Brackets
3c5455f85b SoftGPU: Calculate texcoords in transform.
No need to do it in rasterization, and should be faster to do it on the
verts, anyway.  This fixes the software issue of #11595, presumably
because of the w handling.
2018-11-25 19:19:11 -08:00
Unknown W. Brackets
1f898e3b70 GPU: Correctly flush on cull mode change.
Fixes #11593 and fixes #11591.
2018-11-25 16:56:39 -08:00
Henrik Rydgård
8e56c62c28
Merge pull request #11592 from unknownbrackets/savestate
SaveState: Retry failed state screenshots
2018-11-25 19:02:21 +01:00
Unknown W. Brackets
38461ed821 UI: Allow sorting saves by date too. 2018-11-25 08:21:31 -08:00
Unknown W. Brackets
b8b4763ef2 SaveState: Retry failed state screenshots.
See #10815 - happens when the device is resized before the save state.
2018-11-25 08:20:23 -08:00
Unknown W. Brackets
2582e3e89e
Merge pull request #11590 from hrydgard/attempt-fix-glsl-depal
Attempt to fix glsl depal error reported in #11588 (ATI/AMD)
2018-11-25 09:18:40 -05:00
Henrik Rydgård
c5c1c46f38 Attempt to fix glsl depal error reported in #11588 (ATI/AMD) 2018-11-25 11:33:02 +01:00
Henrik Rydgård
04f57bd49b
Merge pull request #11584 from unknownbrackets/depal
D3D11: Allow shader blend to self
2018-11-24 22:23:10 +01:00
Unknown W. Brackets
c2e7263601 D3D11: Correct shader bounds apply. 2018-11-24 10:51:47 -08:00
Unknown W. Brackets
fd97d82c71 D3D9: Correct shader bounds apply.
Also, use triangle strip like D3D11.
2018-11-24 10:47:49 -08:00
Unknown W. Brackets
d9510f8824 D3D11: Allow shader blend to self.
It was forcing from black before.  See #9616.
2018-11-24 10:19:28 -08:00
Henrik Rydgård
d1910de166 GL: Realized we need another sanity check in the readback code
Added similar checks to Vulkan, just because.
2018-11-24 17:20:56 +01:00
Henrik Rydgård
036baf04d0
Merge pull request #11580 from unknownbrackets/softgpu
SoftGPU: Oops, properly apply pixel mask in 16-bit
2018-11-23 17:01:53 +01:00
Unknown W. Brackets
e664e1c1dd SoftGPU: Oops, properly apply pixel mask in 16-bit. 2018-11-23 07:57:39 -08:00
Henrik Rydgård
4942c52f73
Merge pull request #11172 from weihuoya/cullface
handle cullface, help to #10597
2018-11-23 09:56:17 +01:00
Henrik Rydgård
c1e1076c68
Merge pull request #11577 from unknownbrackets/lighting
Correct provoking vertex for lighting when flat shading
2018-11-23 09:32:16 +01:00
Unknown W. Brackets
529efded1c GE Debugger: Fix display of raw normals. 2018-11-22 17:53:36 -08:00
Unknown W. Brackets
cd6783fa0d GPU: Use provoking normal for lighting with flat.
This might interact strangely with skinning of texture matrix mapping, but
they're not likely to be used together.
2018-11-22 17:52:14 -08:00
Unknown W. Brackets
11a8857a7e SoftGPU: Correct clipping for flat shading.
It needs to use the provoking color, regardless of culling or clipping.

Fixes Blade Dancer lighting (see #4140.)
2018-11-22 17:48:55 -08:00
Henrik Rydgård
3d20ddecc5 VK: Fix sometimes-missing images in GameScreen. Can't load textures from update(). (should probably make that possible though.. later). 2018-11-22 23:53:58 +01:00
Henrik Rydgård
c789c34274
Merge pull request #11575 from unknownbrackets/texture-self
GLES: Fix render-to-self detection
2018-11-22 20:05:16 +01:00
Henrik Rydgård
d9493009c7
Merge pull request #11574 from unknownbrackets/lighting
Correct various light param issues based on tests
2018-11-22 20:04:46 +01:00
Unknown W. Brackets
87085d18f0 GLES: Fix render-to-self detection.
Was broken by the recent fb_address changes, so match Vulkan and D3D11
for consistency.
2018-11-22 09:26:12 -08:00
Unknown W. Brackets
1c19bce514 GPU: Correct specular exponent zero. 2018-11-22 08:53:25 -08:00
Unknown W. Brackets
4816bfc1a6 GPU: Skip specular on negative diffuse factor.
This is correct per hardware tests, see #8403.  Note that the PS3 emulator
running PSP HD remasters does not correctly handle this, and applies
specular for negative diffuse factor.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
6e46d6c0f9 GPU: Correct powered diffuse with exp=0.
Just to ensure negative factors are handled too, as they are on hardware.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
1cec9f5ea1 GPU: Handle spot light with 0 exp or length. 2018-11-22 08:53:25 -08:00
Unknown W. Brackets
9a4cd5bd9d GPU: Skip specular on powered diffuse.
Matches hardware tests and improves lighting for Virtua Tennis, see #4140.
2018-11-22 07:59:56 -08:00
Unknown W. Brackets
c944063d03 Reporting: Ignore link error with bad shaders.
We only need the issue reported once.
2018-11-22 07:58:08 -08:00
Henrik Rydgård
442b57033f Attempt to fix the last very common issue of #11493 by being paranoid 2018-11-21 22:40:54 +01:00
Henrik Rydgård
dc49e839dd VK: Workaround for validation bug (will be fixed in the next Vulkan SDK) 2018-11-21 22:29:21 +01:00
Henrik Rydgård
8d8c7f5d08
Merge pull request #11572 from hrydgard/preset-shader-asserts
Assert even in release mode if preset shaders fail to compile.
2018-11-21 18:57:44 +01:00
Henrik Rydgård
429a1fce01 Assert even in release mode if preset shaders fail to compile. This is just to help track down a Play crash. 2018-11-21 18:14:26 +01:00
Henrik Rydgård
f2244f789e VK: Add extra safety checks around font texture creation. Motivated by some Play crashes. 2018-11-21 17:34:54 +01:00
Henrik Rydgård
a30da4b674 Coldbird server moved, so change the default.
Should look into doing this automatically, maybe storing the coldbird
server in a config file on ppsspp.org.
2018-11-20 09:09:19 +01:00
Unknown W. Brackets
10fa20cb06 SoftGPU: Fix pixel mask on rectangle clear.
Oops, had inverted it.  This caused it to improperly clear when masked.
2018-11-19 06:15:55 -08:00
Henrik Rydgård
0bf44827b7 ManagedTexture: CreateTextureFromFileData should not return a ManagedTexture object if it fails.
Alternatively, we should add even more checks around the code for empty
ManagedTextures...
2018-11-19 08:27:46 +01:00
Henrik Rydgård
fed779e21a
Merge pull request #11570 from unknownbrackets/lighting
SoftGPU: Cleanup lighting code a bit
2018-11-18 19:03:40 +01:00
Unknown W. Brackets
b2d60cb807 SoftGPU: Cleanup lighting code a bit.
Avoid using Length() when Length2() is enough, simplify some things.
2018-11-18 07:28:03 -08:00
Henrik Rydgård
ccc4e2e9ca
Merge pull request #11567 from unknownbrackets/lighting
Correct shade mapping when light pos is all zeros
2018-11-18 10:15:41 +01:00
Henrik Rydgård
90c2d7fb5b
Merge pull request #11569 from unknownbrackets/ge-dump
GE Debugger: Support record for more render types
2018-11-18 10:10:28 +01:00
Unknown W. Brackets
3cf3985c8d GE Debugger: Support record for more render types.
This should handle both games that use display, and games that don't.
2018-11-17 22:12:45 -08:00
Unknown W. Brackets
179514e8d7 GE Debugger: Avoid writing 0 sized packets.
This causes errors on allocation sometimes due to things like count=0 in a
prim command.
2018-11-17 22:01:14 -08:00
Unknown W. Brackets
0c5c776bb9 GPU: Correct shade mapping with 0,0,0 light pos.
May need to audit more normalize() usage, if it's consistent in other
places.
2018-11-17 18:33:07 -08:00
Unknown W. Brackets
986371c633 SoftGPU: Normalize 0,0,0 as 0,0,1 for shade map.
Takes care of #4155 for software rendering.
2018-11-17 18:16:54 -08:00