Unknown W. Brackets
16e47f6333
GPU: Calc framebuf offset with right params.
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It has nothing to do with the target or source framebuf, oops.
2020-05-07 23:22:51 -07:00
Unknown W. Brackets
4d11256807
GPU: Avoid a texture offset change in sw transform.
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If we do it this late, it changes the shader, but that is tricky to handle
for all the backends.
2020-05-07 23:18:51 -07:00
Unknown W. Brackets
48980d8786
GLES: Simplify the framebuf offset detection.
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It's clearly not been understood well as changes were made, so let's dump
a bunch of comments on it.
2020-05-07 23:12:14 -07:00
Unknown W. Brackets
ac60e2ecd4
GPU: Track HW tess at start of frame too.
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This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
2020-04-04 11:52:32 -07:00
Unknown W. Brackets
46b9454e73
GPU: Reset hw transform once per frame.
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Might prevent potential crashes if it changes mid-frame.
2020-04-04 11:21:22 -07:00
Unknown W. Brackets
30ede8240c
GPU: Move hw transform decision to draw engine.
2020-04-04 11:14:32 -07:00
Unknown W. Brackets
c42fb72419
GPU: Update uniforms w/ consistent render mode too.
2020-04-04 11:03:07 -07:00
Unknown W. Brackets
ad98609819
GPU: Use consistent buffered rendering state.
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The setting can be changed in Qt and Windows between frames, so let's
track the current setting in most places. This is everywhere fbman is
easily accessible.
2020-04-04 10:51:47 -07:00
Unknown W. Brackets
a95f3111cf
GPU: Assume a scissor of 481x273 is a mistake.
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We already do this for viewport, and only when region is still a correct
size. Helps flicker in Everybody's Golf.
2020-03-21 23:47:50 -07:00
Unknown W. Brackets
4a8839c99d
GPU: Avoid divide by zero in garbage displaylist.
2020-03-19 20:56:24 -07:00
Unknown W. Brackets
c7a27ed9af
GPU: Fix memory corruption with bufw > w.
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Seen for example in Mecho Wars.
2020-03-19 20:56:02 -07:00
Unknown W. Brackets
cebcfb1bbd
GPU: Use old frame when presenting a skip.
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If we flip using a skipped frame, we may show an even older frame causing
weird flickering.
2020-03-01 13:55:28 -08:00
Unknown W. Brackets
5009698cc0
Core: Use a shared_ptr for i18n categories.
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This does not make them thread safe, but it reduces the chances of a crash
a bit (see #12594.)
2020-02-09 07:35:16 -08:00
Henrik Rydgård
118e927b86
GPU: Only GL uses a flipped buffer in non-buffered, reflect that in the SW transform code.
2020-01-26 15:54:51 +01:00
Henrik Rydgård
3924e457be
Also rename the config setting to make sure it starts out off.
2019-10-25 16:03:00 +02:00
Henrik Rydgård
9b8533c936
Revert "Remove Google Cardboard support. Fixes #11668 "
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This reverts commit e284d9f00d
.
2019-10-25 16:03:00 +02:00
Henrik Rydgård
767b1e45b2
Fix the build - there's a Vec3 name collision, fixed it using a namespace.
2019-10-22 22:58:10 +02:00
LunaMoo
c23f11cf0a
Change Bloom Hack aggressive detection to include GOW games bloom.
2019-10-19 19:10:39 +02:00
Henrik Rydgård
360e138c2c
Merge pull request #12372 from unknownbrackets/curves
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GPU: Generate normals for curves with lighting
2019-09-29 08:17:35 +02:00
Unknown W. Brackets
cba6a63058
GPU: Generate normals for curves with lighting.
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Improves #12354 . This needs to happen even if the vertex has no normals.
2019-09-28 15:08:37 -07:00
Unknown W. Brackets
bdd2029623
Core: Fix memory range guard check.
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Was allowing sizes with the high bits set, which could cause all kinds of
weird issues and crashes.
2019-09-28 08:40:41 -07:00
Henrik Rydgård
9c4649d3ac
Assorted cleanup
2019-09-27 23:25:30 +02:00
Henrik Rydgård
9d65ff8873
Silence a few warnings.
2019-09-24 23:10:18 +02:00
Henrik Rydgård
c7798715a5
Fix issue preventing video to work correctly in Digimon. Fixes #12186
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(due to BlockTransferAllowCreateFB not updating the framebuffer range
speedhack).
2019-09-17 14:47:38 +02:00
Henrik Rydgård
70ec327b40
Vulkan: Slim down and rename the Mali hack.
2019-09-09 00:43:31 +02:00
Henrik Rydgård
f76adfd760
Vulkan ARM mali Z hack: Modify the matrix instead of the shader.
2019-09-09 00:09:57 +02:00
Henrik Rydgård
d8db8ecfcc
Revert "GPU: Download CLUTs when loading at 256 stride."
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This reverts commit dc03050730
.
2019-08-23 00:11:13 +02:00
Unknown W. Brackets
3e51fc5a89
GPU: Avoid some unused var/func warnings.
2019-08-17 12:01:22 -07:00
Henrik Rydgård
96a15cf525
Fix the indirect postprocessing path. Fixes #12133 (but see the issue for a secondary bug).
2019-08-04 18:01:36 +02:00
Unknown W. Brackets
748b33a561
GPU: Allow upload to temp resized framebuf.
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Fixes #12045 .
2019-07-28 05:31:49 -07:00
Unknown W. Brackets
dc03050730
GPU: Download CLUTs when loading at 256 stride.
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Or otherwise when loading full rows. Should fix #8406 .
2019-07-07 07:49:42 -07:00
Henrik Rydgård
e284d9f00d
Remove Google Cardboard support. Fixes #11668
2019-07-01 14:47:42 +02:00
Unknown W. Brackets
7b8d3e0c36
GPU: Improve a 5551 stencil emulation case.
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Hammerin' Hero (see #10777 ) uses ALWAYS with INCR, which can be rewritten
to maintain more correct stencil values.
2019-06-23 16:14:18 -07:00
Henrik Rydgård
b8bde71efe
Address feedback, delete some unused code.
2019-06-22 22:15:09 +02:00
Henrik Rydgård
b5ad92b9ef
Avoid rotating the image when DrawActiveTexture is used for other things than drawing to the backbuffer.
2019-06-21 14:00:02 +02:00
Henrik Rydgård
eb3faf5370
Fix some further static analysis warnings
2019-06-18 01:08:25 +02:00
Henrik Rydgård
a0dc85a9d7
Fix a bunch of inconsequential uninitialized variables
2019-06-18 00:18:40 +02:00
Unknown W. Brackets
a76d46dfa8
GPU: Correct Danganronpa hack.
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Accidentally broken in #11553 .
2019-06-02 11:48:46 -07:00
Unknown W. Brackets
3ba6c1e42b
GLES: Use fragColor0 in GLSL 3.30 float path.
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This should only happen when 32 bit ints are unsupported, which has been
reported for a few devices.
2019-05-27 00:36:48 -07:00
Henrik Rydgård
2f26297062
Clean up some more ifdefs
2019-05-10 23:25:57 +02:00
driver1998
5072584781
Fix neon headers for MSVC ARM64
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MSVC uses arm64_neon.h for ARM64, arm_neon.h is ARM32 only.
2019-05-04 22:45:15 +08:00
Unknown W. Brackets
00d088ab58
GPU: Improve non dual source stencil replace.
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If we're replacing with a constant FF, we can make it work more often.
Fixes #11249 .
2019-04-07 15:20:56 -07:00
Unknown W. Brackets
1199008641
TexCache: Align bufw properly even for VRAM.
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Fixes minimap arrows in Manhunt 2 (see #9615.)
2019-03-24 19:21:08 -07:00
Unknown W. Brackets
c5b844cc98
GPU: Respect stencil write mask on clear.
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Actually identified this for the softgpu in #11319 , but applying it for
RGBA is a problem in most renderers. Forgot to at least apply it to
stencil.
Fixes #11901 .
2019-03-16 19:42:18 -07:00
Henrik Rydgård
f316a65905
Revert "Temporary commit to get CalcCullRange logging into a buildbot build"
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This reverts commit 786914690d
.
2019-03-13 11:39:08 +01:00
Henrik Rydgård
786914690d
Temporary commit to get CalcCullRange logging into a buildbot build
2019-03-13 11:37:52 +01:00
Unknown W. Brackets
271389b8e5
GLES: Fix stencil buffer upload at > 1x PSP.
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Also fixes crashes on ATI. See #6627 .
2019-03-10 08:36:12 -07:00
Unknown W. Brackets
d7f2167898
GLES: Correct cull range offset in unbuffered.
2019-03-02 10:58:28 -08:00
Unknown W. Brackets
357e0316a0
GPU: Handle cull range properly drawing at offset.
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Did the transformation backwards.
2019-03-02 10:48:01 -08:00
vit9696
27d216ea25
Fix postprocessing shader support on macOS
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Check GL_ARB_shading_language_420pack availability, which SPIRV-Cross assumes
present by default, causing explicit binding location generation during shader
translation.
2019-02-22 06:34:37 +03:00