xebra
1b076f8324
[spline/bezier]Improve HW tess on Opengl to combine 3 textures into a single texture and use it.
2018-10-07 23:54:03 +09:00
xebra
966ff32ee7
[spline/bezier]Improve the logic of copying control-points.
2018-10-07 23:53:36 +09:00
Unknown W. Brackets
26cd98cd7e
GPU: Fix a shader unit typo.
2018-09-24 23:05:32 -07:00
Unknown W. Brackets
4a5320ed7d
GLES: Refactor out duplicate code.
2018-09-20 20:40:32 -07:00
Unknown W. Brackets
52baec21a8
GPU: Refactor cull range calculation together.
2018-09-17 22:27:25 -07:00
Unknown W. Brackets
639a3f406d
D3D9: Implement vertex range culling.
2018-09-17 07:27:26 -07:00
Unknown W. Brackets
ab3a466621
GLES: Implement vertex range culling.
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Based on tests, skips triangles with any point outside the 4096x4096 box,
except when depth clamping would engage.
2018-09-17 07:27:26 -07:00
Unknown W. Brackets
797327eecd
GPU: Handle bad fog params as large signed vals.
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From tests, it seems they're just treated as valid exponents.
Using 65535 since that's the range of depth, can't think of a game using a
larger value for a fog parameter, probably never even this large.
2018-09-10 00:28:02 -07:00
Unknown W. Brackets
022670d882
GPU: Apply fog before color test.
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Hardware tests confirm the fog result is what's color tested.
2018-09-09 23:59:48 -07:00
Unknown W. Brackets
8eb011c22d
GPU: Clamp after color doubling.
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This is needed for blending to be correct - it blends a clamped value.
2018-09-09 20:27:39 -07:00
Unknown W. Brackets
703181607e
GPU: Apply color test after doubling.
2018-09-09 20:09:48 -07:00
Unknown W. Brackets
332788d0b5
GPU: Clean up some shader id flag usage.
2018-09-09 09:59:42 -07:00
Unknown W. Brackets
97773d3dd5
TexCache: Fix texture alignment in GLES.
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We must align to 4 bytes, and we aren't always aligned to 16 anymore, so
we must check when dealing with swizzle.
2018-09-08 19:00:30 -07:00
Unknown W. Brackets
a4c0640f01
GE Debugger: Factor out host calls some.
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Moving more of this to cross platform for the web debugger.
2018-09-01 08:32:03 -07:00
Unknown W. Brackets
16d7a80980
GPU: Clear alpha more consistently from 565.
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Before, the backends all did different things. Now they are more in sync,
but Vulkan still behaves slightly differently.
Fixes #11326 .
2018-08-30 21:00:21 -07:00
Unknown W. Brackets
cd98c4a266
GLES: Fix direct shader depal on GLES.
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Was missing a cast and only worked on some desktop before.
2018-08-18 10:41:59 -07:00
Unknown W. Brackets
70318fda37
GLES: Enable shader depal with Vulkan fixes.
2018-08-12 19:49:08 -07:00
Unknown W. Brackets
78dc07e7a3
Headless: Fix graphics tests for Vulkan/Direct3D.
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Otherwise we hang because there's no thread to ever end.
2018-07-29 11:26:04 -07:00
Henrik Rydgård
a776dce593
Merge pull request #11269 from unknownbrackets/fragtest
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Avoid discard when we can blend
2018-07-29 09:49:16 +02:00
Henrik Rydgård
42f4d7b40f
OpenGL: Fix bug where we could end up calling glUniformMatrix without a bound program. Found by GL debug callback on NV.
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This adds a bit of extra checking that's only enabled in _DEBUG builds.
2018-07-28 11:09:01 +02:00
Unknown W. Brackets
8e49fa988c
GLES: Avoid discard when we can blend.
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May improve performance on PowerVR.
2018-07-27 20:06:41 -07:00
xebra
5536cdd827
[spline/bezier]Fix tex coords.
2018-06-26 01:47:13 +09:00
Unknown W. Brackets
95f270778e
Core: Allow toggle between 2 custom speeds.
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In addition to virtual keys for each speed separately.
2018-06-23 10:59:18 -07:00
Unknown W. Brackets
e2c217ab29
Core: More consistently use config enums.
2018-06-23 10:59:18 -07:00
Unknown W. Brackets
b4496f1975
Core: Move config enums to separate file.
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These are a bit strewn about and there are constants that aren't
consistently used, which just adds confusion.
2018-06-23 10:59:18 -07:00
Henrik Rydgård
f3ab56e15d
Merge pull request #11193 from unknownbrackets/gles
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Android: Allow using OpenGL 4.x with javaGL disabled
2018-06-18 10:58:39 +02:00
Unknown W. Brackets
03edd6129a
GLES: Cut down on use of USING_GLES2.
2018-06-17 20:51:34 -07:00
Unknown W. Brackets
9f4cd3fcdb
GLES: Add missing semantics for stencil upload.
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Makes #10634 work for GLES properly.
2018-06-17 17:50:38 -07:00
Unknown W. Brackets
f6036195d8
GLES: Cleanup stencil upload w/h handling.
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In case a buffer has been resized recently, we want to upload just the
detected drawable area, probably. Before this was inconsistent depending
on the render resolution.
2018-06-17 17:50:38 -07:00
Unknown W. Brackets
d1fa9b97a3
GPU: Remove some unused fields.
2018-06-17 11:26:09 -07:00
Unknown W. Brackets
ccef997a7a
GE Debugger: Fix asserts when reading debug tex.
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This is unfortunate, but right now BuildTexture() applies the sampling
settings which happen within a render pass. So we must have a render
pass.
2018-06-11 14:56:25 -07:00
Henrik Rydgård
6bf6490c2f
Merge pull request #11128 from unknownbrackets/gpu-minor
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Minor framebuffer code cleanup
2018-06-06 22:28:35 +02:00
Henrik Rydgård
03175b74ef
Merge pull request #10957 from unknownbrackets/depal-bounds2
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GPU: Dirty tex when clearing or rendering to self
2018-06-06 22:22:01 +02:00
Unknown W. Brackets
4f93b1d136
GLES: Removed unused skip copy code.
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Now it was just making the buffer larger for no reason. Before, it
allowed us to skip the convBuf copy.
2018-06-06 05:56:30 -07:00
Unknown W. Brackets
8f354e5312
GPU: Minor framebuffer code cleanup.
2018-06-06 05:56:30 -07:00
Unknown W. Brackets
7c8780bfb6
GPU: Remove some unused code.
2018-06-06 05:56:29 -07:00
Unknown W. Brackets
dca159c47e
GPU: Correct sw flat shading color on Vulkan/D3D.
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It was only correct on GLES before. This only fixes software transform.
2018-06-06 05:53:50 -07:00
Unknown W. Brackets
61fc1cdcfb
GPU: Dirty tex when clearing or rendering to self.
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This way if we're blitting, we'll re-blit.
2018-06-06 05:52:49 -07:00
zhang wei
3380bbb0c6
save cache before clear
2018-06-04 22:00:29 +08:00
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
c964bc4ba2
Fix another of these pesky GL task switching bugs.
2018-05-30 19:29:26 +02:00
Henrik Rydgård
1c17373039
GLES: Properly restore the pointer to the render manager in more places
2018-05-29 23:07:22 +02:00
Henrik Rydgård
0d6be3a476
GLES: Refresh the draw context in DrawEngineGLES on DeviceRestore. How did we miss this?
2018-05-27 22:25:15 +02:00
Henrik Rydgård
b730d187e8
Add some paranoid checks guided by stack traces from Google Play
2018-05-27 22:12:59 +02:00
Henrik Rydgård
ab65c5210c
GLES shader depal fix. Again, this is disabled by default so should not affect anything.
2018-05-14 21:20:51 +02:00
Henrik Rydgård
4ba9fe3e0e
GLES depal (currently disabled): Use high int precision.
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Should fix issue mentioned in fb7a63bd11
2018-05-13 20:51:20 +02:00
Unknown W. Brackets
8d07e6d985
GPU: Prevent temp FBOs from overwriting each other.
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Sometimes we'd use two temp FBOs in the same draw (e.g. shader blending +
depal.) This could cause the same temp FBO to get used for two purposes,
causing weird behavior.
2018-05-06 08:57:44 -07:00
Henrik Rydgård
698bd75209
Fix regression caused by the new depal code for Vulkan. Fixes #10993
2018-05-04 22:24:11 +02:00
Unknown W. Brackets
3eb0450998
Depal: Reapply texture when bounds change.
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Since we need each slice of the texture when we use bounds to reduce the
size. Fixes #10951 .
2018-04-22 10:43:46 -07:00
Henrik Rydgård
f17890623c
Shader depal: fix bilinear filter coord
2018-04-13 20:57:36 +02:00