Unknown W. Brackets
356468fe83
GLES: Use debug groups for render steps.
2020-05-24 20:50:17 -07:00
Unknown W. Brackets
00656a2d8d
GLES: Avoid duplicate state resets.
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Between render passes, we don't need to re-disable stencil test each time.
Only when it changes. This makes render logs clearer.
2020-05-24 20:50:17 -07:00
Henrik Rydgård
bef078a3bd
GLRenderManager: Removes some redundant dirtying. Preserves blend state (color mask) across clears.
2020-05-24 19:18:04 +02:00
Unknown W. Brackets
caf9d39fec
GLES: Fix invalidation of backbuffer.
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And of the stencil buffer.
2020-05-17 11:06:39 -07:00
Unknown W. Brackets
a36239473d
GLES: Add dependency tracking for render passes.
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Let's try to invalidate when it's possible. We move the invalidate to the
end of the render when detected.
2020-05-17 11:06:39 -07:00
Unknown W. Brackets
d88099e701
GLES: Specify buffer type just to be safe.
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Probably doesn't matter, but maybe some drivers take it as a hint?
2020-05-16 23:48:56 -07:00
Unknown W. Brackets
51b94a9c9c
Core: Quiet some warnings.
2020-03-10 22:19:59 -07:00
Henrik Rydgård
8c2e318416
OpenGL dataformat cleanup - pass Draw::DataFormat to the GLRenderManager.
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Avoids triple GLenum all over the place, and also clearly shows that the
mapping is wrong.
2019-10-24 22:41:41 +02:00
Unknown W. Brackets
3e51fc5a89
GPU: Avoid some unused var/func warnings.
2019-08-17 12:01:22 -07:00
Unknown W. Brackets
3de796779c
Debugger: Fix subtexture readback crash.
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When the texture image is scaled, we don't properly know its size, so we
were allocating too small of a buffer. Since this is only used for
debugging, let's just get the actual texture size.
2019-06-23 15:30:30 -07:00
Unknown W. Brackets
27e8720e14
GLES: Download depth values via shader.
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Working on desktop, but not on mobile...
2018-12-16 17:34:16 -08:00
Unknown W. Brackets
2dc3912d0a
GLES: Actually support depthless FBOs.
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We use these for temp buffers. This might at least save some VRAM.
2018-12-16 17:34:16 -08:00
Unknown W. Brackets
57767ba1f8
GLES: Use depth textures where possible.
2018-12-16 17:34:16 -08:00
Henrik Rydgård
d1910de166
GL: Realized we need another sanity check in the readback code
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Added similar checks to Vulkan, just because.
2018-11-24 17:20:56 +01:00
Henrik Rydgård
d9493009c7
Merge pull request #11574 from unknownbrackets/lighting
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Correct various light param issues based on tests
2018-11-22 20:04:46 +01:00
Unknown W. Brackets
c944063d03
Reporting: Ignore link error with bad shaders.
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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
22c066515e
Merge pull request #11425 from xebra/refactor_spline_bezier
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[Refactoring] Improve spline/bezier.
2018-11-04 17:04:29 +01:00
Unknown W. Brackets
dc54ed6855
GLES: Add disabled code to run GLES on desktop.
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Helps when testing certain extensions, etc.
2018-10-28 14:29:44 -07:00
xebra
0d7a5cd093
GLES: Fix to delete subimage data since #11447 .
2018-10-08 00:29:41 +09:00
xebra
03b9492f08
[spline/bezier]Sharing textures to avoid heavily textures creation/deletion in one frame. At least, it occurs about 1000 and very slow down in Pursuit Force.
2018-10-07 23:54:12 +09:00
xebra
3add123587
thin3d: Add support for texture subimage to GLRender.
2018-10-07 23:54:02 +09:00
Henrik Rydgård
f77975d79b
Address additional comments.
2018-10-06 21:36:47 +02:00
Henrik Rydgård
a3a94bdd33
Avoid calling any GL calls during shutdown on Android. Should help #11063
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The context is already lost and we're really running shutdown when the process is woken
up again. Additionally, orderly shutdown through the button doesn't happen
on the render thread so remove a couple of asserts that are wrong.
2018-10-06 21:31:52 +02:00
Unknown W. Brackets
1b79924038
Debugger: Fix texture readback in GLES.
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Was using the wrong size, causing the buffer not to be allocated large
enough. This caused crashes sometimes.
2018-08-29 22:09:10 -07:00
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
716e6ad3a2
GLES: Include shader compile status in log/report.
2018-06-30 10:10:42 -07:00
Unknown W. Brackets
b13c5fbe5d
GLES: Read compile/link errors consistently.
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Sometimes blank ones are getting reported, so let's be more careful.
2018-06-30 09:16:25 -07:00
Unknown W. Brackets
5028486630
thin3d: Cleanup some unused/uninitialized warnings.
2018-06-24 07:34:07 -07:00
Unknown W. Brackets
35ccd16746
GLES: Restore stencil/depth readback for debugger.
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Only works on desktop GL.
2018-06-16 16:04:25 -07:00
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
3f7474e5b8
More (disabled by default) gl error logging..
2018-05-30 18:14:13 +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
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
Unknown W. Brackets
c6ef547176
GLES: Show post-shader compile errors to user.
2018-04-01 19:47:19 -07:00
Henrik Rydgård
01d81ffa72
OpenGL: Fix texture wrapping of render targets.
2018-03-28 11:23:41 +02:00
Henrik Rydgård
6858c77612
Don't allow wrapping on framebuffer textures. Fixes GTA on old NV Shield
2018-03-17 01:54:11 +01:00
Romain Graillot
ad37e7ce45
Fix crash happening with glGetFloatv on GPDXD devices
2018-03-12 23:11:58 +01:00
Henrik Rydgård
bc339c0377
GL: Filter away redundant glEnable/Disable(GL_STENCIL_TEST)
2018-02-28 13:28:39 +01:00
Unknown W. Brackets
9eb51a6a36
GLES: Use mapped device memory when possible.
2018-02-11 12:35:32 -08:00
Unknown W. Brackets
0474ff5c23
GLES: Use aligned memory for textures.
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We use SSE on them, and they used to be aligned, and must be aligned in
PSP RAM, so keep them aligned.
This only really affects 32-bit, since allocs will typically be aligned on
64-bit anyway.
Fixes #10601 .
2018-02-11 08:13:57 -08:00
Unknown W. Brackets
0e2a586c1b
Global: Fix some type comparison/shadow warnings.
2018-02-11 07:03:23 -08:00
Henrik Rydgård
0fe4e70aef
Fix another way the scissor test could accidentally get disabled
2018-02-08 16:47:04 +01:00
Henrik Rydgård
8c5a94ce01
gl-render-manager: Oops, fix scissor tests after clears
2018-02-08 00:50:39 +01:00
Henrik Rydgård
1eec30dac2
Avoid causing a gl error on startup on core contexts.
2018-02-08 00:44:10 +01:00
Henrik Rydgård
ce16547854
GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583
2018-02-07 19:49:58 +01:00
Henrik Rydgård
3e56d8bbdf
Noticed that the UWP build has been broken for some time, fix it.
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Should probably set up a buildbot if we care about this...
2018-02-05 16:21:39 +01:00
Henrik Rydgård
d6e888a39b
Revert "Simpler way to deal with the GL deleter"
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This reverts commit 3a988400a7
.
2018-02-04 13:09:51 +01:00
Henrik Rydgård
5351c9ddb3
gl-render-manager: Support scissored clears, as used by the GL backend. Fixes GT.
2018-01-31 17:07:20 +01:00