Henrik Rydgård
b070ed45e9
Evolve the HLSL and GLSL fragment shader generators even closer together.
2020-10-31 18:32:42 +01:00
Henrik Rydgård
5ee9cfef0d
Remove support for D3D11_level_9 (previously only really used for Windows Phone, probably).
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Can always fall back to D3D9, which is not going away anytime soon and
still needs to be there. One less HLSL variant to care about.
2020-10-29 00:52:19 +01:00
Henrik Rydgård
254c316b10
Merge pull request #13570 from hrydgard/gl-allow-wrap-framebuffers
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GL: Allow texture wrapping on framebuffers
2020-10-23 22:41:10 +02:00
Henrik Rydgård
43ce4e7493
Remove an unmotivated ifdef. Additional cleanup
2020-10-22 00:10:21 +02:00
Henrik Rydgård
3a870a9d81
OpenGL: Allow texture wrapping on framebuffers if supported
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Fixes minor texture glitch in Wipeout, and probably more
2020-10-22 00:03:44 +02:00
Henrik Rydgård
d4c02ccc1c
Address feedback about recent changes
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Thanks unknown.
2020-10-19 22:50:31 +02:00
Henrik Rydgård
92e1dce2db
Error handling fixes
2020-10-18 20:26:19 +02:00
Henrik Rydgård
d3339d93b0
Set up depth buffers to be bound as shader resource views
2020-10-18 20:14:25 +02:00
Henrik Rydgård
f526f5977b
OpenGL: Disable auto invalidation of framebuffers, it has somehow broken
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(Breaks DBZ: Tag Team)
2020-10-17 12:51:45 +02:00
Henrik Rydgård
6cc8c2ebc1
Merge pull request #13328 from hrydgard/libretro-fixes
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Fix libretro with Vulkan
2020-10-14 22:08:11 +02:00
Henrik Rydgård
332bb7feeb
VK: Whenever safely possible, shrink the render area.
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We just set the render area to the union of the scissor rects used in a pass.
Might help some games on some mobile hardware, a little bit.
Possibly #13464 ?
2020-10-11 23:23:25 +02:00
Henrik Rydgård
dffc36b854
Get Vulkan going again with libretro. Rendering is the wrong size and crashes on exit, but it's a start.
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Only tested on Windows.
2020-10-11 19:06:09 +02:00
Henrik Rydgård
5ece3de8ba
Track and accumulate pipeline flags for render passes.
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(Information that will later let us make some interesting optimizations)
2020-10-11 12:22:25 +02:00
Henrik Rydgård
9d78ba93e0
Bugfix
2020-10-11 11:17:43 +02:00
Henrik Rydgård
692048fb8b
VK: Separate layout transitions from renderpasses again.
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According to sage advice from themaister, this is just unnecessary overengineering.
Having them separate reduces the size of the renderpass key - we might be able to just
change that to an array lookup again. Will also make it easier to in the future add
depth-less render passes.
2020-10-11 11:06:54 +02:00
Henrik Rydgård
940611fe65
Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
2020-10-11 11:06:54 +02:00
Henrik Rydgård
dc0f7ca8ee
VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
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Fixes some recent issues with Intel GPUs on Vulkan.
2020-10-11 10:57:35 +02:00
Henrik Rydgård
886a8b1ac6
Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
2020-10-05 21:05:23 +02:00
Henrik Rydgård
7d43ca5125
Fix Qt build by simply moving the offending file to the native project. No idea why Qt include paths only work there.
2020-10-05 10:36:57 +02:00
Henrik Rydgård
b236691548
Complete the eradication of D3DX9 compiler loader
2020-10-05 00:13:29 +02:00
Henrik Rydgård
0e3a84b4a8
Move most GPU things to Common.
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It works after the move, on Windows and Android at least.
Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00