Henrik Rydgård
bc6f211724
Merge pull request #11093 from unknownbrackets/debugger-armips
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Include armips assembler in build
2018-06-06 20:41:20 +02:00
Henrik Rydgård
347721f200
Merge pull request #10981 from unknownbrackets/flat-shade
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Use software transform for flat shading and fix colors
2018-06-06 19:05:54 +02:00
Unknown W. Brackets
191af89195
Merge pull request #11107 from jbeich/cityhash
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Unbreak -march=native build on x86
2018-06-06 09:18:16 -04:00
Unknown W. Brackets
e21753bc93
Debugger: Add assembler to build.
2018-06-06 05:59:24 -07:00
Unknown W. Brackets
5b62c8afb8
D3D9: Implement flat shading via state.
2018-06-06 05:53:50 -07:00
Henrik Rydgård
8ee3cd52e8
D3D11: Allow the user to select rendering device.
2018-06-06 10:20:12 +02:00
Henrik Rydgård
b037efdb55
If there are multiple Vulkan devices, show a setting to allow the user to choose.
2018-06-06 10:20:12 +02:00
Unknown W. Brackets
e6af167cd9
Merge pull request #11119 from hrydgard/vk-nulltexture
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Never bind a NULL image view in Vulkan, not even through thin3d
2018-06-01 23:53:18 -04:00
Unknown W. Brackets
72af11f9f6
Merge pull request #11118 from hrydgard/framebuffer-download-size
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When creating temp framebuffers for download, size them using bufferWidth/Height instead of width/height.
2018-06-01 23:51:59 -04:00
Henrik Rydgård
8d3dbee823
Fix a GL error when taking a screenshot in non-buffered. May help #11056
2018-06-01 22:25:27 +02:00
Henrik Rydgård
04fefa2417
Vulkan image readback: Fix a couple scary cases of wrong argument order in image transitions, leading to transitioning 0 mips
2018-06-01 22:16:20 +02:00
Henrik Rydgård
2917f3ffbb
Better return the right pointer.
2018-06-01 22:05:21 +02:00
Henrik Rydgård
c1d113e0e9
When creating temp framebuffers for download, size them using bufferWidth/Height instead of width/height.
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Or maybe we should make sure to only download within the width/height by
adding more clamps at the beginning of ReadFramebufferToMemory but seems
more dangerous.
Plus some minor things.
Should help #11113
2018-06-01 21:16:07 +02:00
Henrik Rydgård
9485b04914
Never bind a NULL image view in Vulkan no matter what.
2018-06-01 18:51:37 +02:00
Unknown W. Brackets
f369086987
D3D11: Fix crash on screenshot.
2018-05-31 00:04:40 -07:00
Jan Beich
c783e7761c
cityhash: disable SSE 4.2 optimization on x86
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$ c++ -m32 -msse4.2 -c ext/native/ext/cityhash/city.cpp
ext/native/ext/cityhash/city.cpp:569:5: error: use of undeclared identifier '_mm_crc32_u64'
CHUNK(0); PERMUTE3(a, h, c);
^
ext/native/ext/cityhash/city.cpp:562:9: note: expanded from macro 'CHUNK'
z = _mm_crc32_u64(z, b + g); \
^
2018-05-30 19:53:26 +00:00
Henrik Rydgård
3f7474e5b8
More (disabled by default) gl error logging..
2018-05-30 18:14:13 +02:00
Henrik Rydgård
7e756544ee
Add a missing virtual destructor, fix a warning
2018-05-30 18:01:49 +02:00
Henrik Rydgård
b1df7b2cd0
Thin3D: Handle binding a null texture better.
2018-05-29 23:35:27 +02:00
Henrik Rydgård
87beddc393
Merge pull request #11084 from hrydgard/crash-fix-attempts-1.6
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Various fixes for 1.6.1
2018-05-27 23:27:57 +02:00
Unknown W. Brackets
423309da50
Vulkan: Don't merge render passes if read from.
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In the future, we might actually track dependencies so we can smartly
sort the render passes instead.
See #11079 - screen got brighter because a cleared framebuffer was used as
a texture.
2018-05-27 14:15:54 -07:00
Henrik Rydgård
b730d187e8
Add some paranoid checks guided by stack traces from Google Play
2018-05-27 22:12:59 +02:00
Henrik Rydgård
011e57c0e7
Always specify GLSL version 450 when compiling Vulkan shaders.
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Bit of a risky change so late in the game but it's wrong, it needs fixing.
See for example the comments to fb7a63bd11
2018-05-13 20:42:17 +02:00
Henrik Rydgård
a3bbe87914
D3D11 CopyFBToMemory: Clamp rect to fb size. Last-minute style fix, should really debug where the bad parameters came from.
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Affects MGS Peace Walker intro
2018-05-03 23:12:39 +02:00
Henrik Rydgård
3f7602227c
Windows: If neither OpenGL nor D3D9 is available, offer an escape route into D3D11.
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This does happen on some fresh Win10 installations.
We really should do something much nicer and more automatic, but that's for later.
2018-05-03 22:19:07 +02:00
Unknown W. Brackets
ec5d1a8722
Vulkan: Leave removed commands in render passes.
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We'll just need to not check commands.empty(), which we do in a couple
places but not in important ways so far.
2018-05-03 08:04:57 -07:00
Unknown W. Brackets
954f93046f
Vulkan: Keep state on Clear cmds when used later.
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This also removes duplicate state - for example our UI has some duplicate
Scissor commands.
2018-05-03 07:18:40 -07:00
Henrik Rydgård
73d6446d72
Merge pull request #10997 from unknownbrackets/vulkan-clear
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Vulkan: Discard draws immediately before clear
2018-05-03 09:23:17 +02:00
Unknown W. Brackets
844015b7f8
Vulkan: Discard draws immediately before clear.
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Fixes #10163 , a crash on Adreno when a clear is the last thing in a render pass.
2018-05-02 19:23:49 -07:00
Henrik Rydgård
92a46e9a08
Merge pull request #10984 from unknownbrackets/gl-screenshot
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Fix GLES game screenshots
2018-04-29 19:32:03 +02:00
Unknown W. Brackets
170e871c54
thin3d: Report unsupported format conversion.
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Better we know than ignore.
2018-04-29 10:23:53 -07:00
Unknown W. Brackets
ae1bb20b7b
GLES: Fix game screenshots.
2018-04-29 10:23:03 -07:00
Unknown W. Brackets
a85e914f78
Vulkan: Fix use-after-free crash on shutdown.
2018-04-29 09:47:39 -07:00
Henrik Rydgård
03c2292ae9
Merge pull request #10915 from unknownbrackets/warnings
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Warning fixes
2018-04-14 20:30:26 +02:00
Unknown W. Brackets
377b220fb3
GLES: GlPushBuffer was a little too friendly.
2018-04-14 11:00:13 -07:00
Henrik Rydgård
1987401e74
Fix glitch in MGS: Acid perf hack. yeah, slippery slope..
2018-04-14 10:27:36 +02:00
Henrik Rydgård
fb7a63bd11
Implement shader depal for GL as well, but disabled by default.
2018-04-13 20:00:14 +02:00
Henrik Rydgård
0ac6cea34d
Add a queue processing hack for Sonic Rivals too. Now it's fast.
2018-04-13 18:05:04 +02:00
Henrik Rydgård
413a204138
Vulkan: Semi-gross hack that massively improves the perf of MGS2:Acid.
2018-04-13 17:32:56 +02:00
Henrik Rydgård
163350bbcd
Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable.
2018-04-13 08:58:05 +02:00
Henrik Rydgård
f4d8bfdf18
Avoid some GL errors on older devices
2018-04-12 14:35:25 +02:00
Henrik Rydgård
dd228be698
GL: Add a lot of conditional error checks (normally not enabled)
2018-04-12 14:35:04 +02:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
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This reverts commit 40db61a680
.
2018-04-10 12:22:41 +02:00
Unknown W. Brackets
32eb483932
GLES: Defrag using deleter off render thread.
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Moving it to the render thread was a bit more complex because of
localMemory. Fixes #10859 .
2018-04-08 19:22:46 -07:00
Unknown W. Brackets
99d16b2202
Vulkan: Add tags to UI textures too.
2018-04-06 21:43:18 -07:00
Henrik Rydgård
ca0fb77080
Assorted cleanups. Don't assert on no clear mask.
2018-04-06 23:29:44 +02:00
Henrik Rydgård
b06df3536e
Auto unregister push buffer on deletion.
2018-04-05 17:53:03 +02:00
Henrik Rydgård
c7eb259c0c
Auto register new push buffers on creation
2018-04-05 17:50:37 +02:00
Henrik Rydgård
76138fee6d
Move pushbuffer deletion to the render manager.
2018-04-05 17:47:08 +02:00
Henrik Rydgård
feb3870f7d
Also take control over Begin/End
2018-04-05 17:34:32 +02:00