Commit graph

103 commits

Author SHA1 Message Date
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.
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.
And of the stencil buffer.
2020-05-17 11:06:39 -07:00
Unknown W. Brackets
a36239473d GLES: Add dependency tracking for render passes.
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.
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.
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.
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.
Working on desktop, but not on mobile...
2018-12-16 17:34:16 -08:00
Unknown W. Brackets
2dc3912d0a GLES: Actually support depthless FBOs.
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
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
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.
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
[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.
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
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.
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.
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.
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.
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.
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.
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"
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