Commit graph

39 commits

Author SHA1 Message Date
Henrik Rydgård
61bf512244
Merge pull request #13291 from hrydgard/assert-cleanup
Assert function cleanup
2020-08-16 13:57:22 +02:00
Henrik Rydgård
5d64fc5ff1 Switch to PPSSPP's assert functions (don't use the system's) 2020-08-16 10:01:10 +02:00
Henrik Rydgård
7aacf3df37 Remove time_now() - time_now_d() is the replacement. Absolute time values can't be stored reliably in floats. 2020-08-16 09:37:18 +02:00
Henrik Rydgård
ccc0331279 Move timeutil to Common. (Experiment to see how much work it is to move these). 2020-08-15 20:53:08 +02:00
Henrik Rydgård
fbf6008a03 Set debug names for more framebuffers and textures 2020-08-09 09:36:54 +02:00
Henrik Rydgård
131a1eedfb Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
Validation caught an issue where old stuff lingered in sampler 1 and texture 1.

Bug probably introduced in #12921, but could also be others.
2020-07-13 23:32:37 +02:00
Henrik Rydgård
bb6219e402
Merge pull request #12921 from unknownbrackets/postshader
Use less FBOs for chained post-processing shaders
2020-07-13 18:52:53 +02:00
Henrik Rydgård
73046239e3 Android: Add option to ignore camera notches when sizing the display.
This is generally what you want, at least on phones with small notches.

Not sure about the most intuitive polarity and name of the setting.. bit
of a shame to create another setting with a negation. But most people
should probably ignore this.
2020-07-05 22:46:25 +02:00
Henrik Rydgård
1349b83d54 Android: Fix odd screen centering with insets. 2020-06-14 19:58:54 +02:00
Unknown W. Brackets
cdb7e2fc1e GPU: Add sampler1 for postshader orig source. 2020-06-12 12:35:37 -07:00
Unknown W. Brackets
dcf4498f82 GPU: Alternate FBOs for chained postshaders.
If you apply 4 in a row at the same resolution, we only need two actual
FBOs.  This will use less VRAM.
2020-06-12 12:35:36 -07:00
Henrik Rydgård
4fa6c7fd7f Typo fix. Will hopefully help #12992. 2020-06-01 16:19:17 +02:00
Henrik Rydgård
c8d48a8777 Handle insets correctly for the in-game final screen blit.
Should help #12982 in case of phones with inset cameras.
2020-05-31 20:14:40 +02:00
Henrik Rydgård
e559fc022f Minor refactor in PresentationCommon (combine loose coordinates to a struct) 2020-05-31 19:45:28 +02:00
Henrik Rydgård
defa8aa480 DarkStalkers: Handle the "normal" screen stretch too, not just "wide", to avoid a surprising performance drop. 2020-05-24 16:53:44 +02:00
Henrik Rydgård
fabe987c8f Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step"). 2020-05-21 11:24:05 +02:00
Unknown W. Brackets
966ac4458a Vulkan: Fix leak and remove extra allocator.
The leak was because we restored immediately after initializing, and
therefore leaked several pipelines.

This allocator isn't used right now, so just using up memory.
2020-05-18 23:07:44 -07:00
Unknown W. Brackets
cb739fc0b9 GPU: Allow each shader in chain to have settings.
It'll be up to the author to make the setting names make sense, though.
They'll show from first shader to last.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
1e0c5db3a9 GPU: Keep last output size in chained postshaders. 2020-05-16 12:33:35 -07:00
Unknown W. Brackets
8a626dffc5 GPU: Force nearest only for the upscaling filter.
So, if we upscale and then apply an effect, we won't use nearest on that
effect.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
d9195c68b3 GPU: Move calculating render res to presentation.
Since it best understands what the first postshader wants.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
477e988a68 GPU: Allow postshaders to have parents. 2020-05-16 12:33:35 -07:00
Unknown W. Brackets
b79ecc159f GPU: Update postshader uniforms for each. 2020-05-16 12:04:36 -07:00
Unknown W. Brackets
2d8ea9576a GPU: Process all postshader pipelines. 2020-05-16 12:04:36 -07:00
Unknown W. Brackets
5612f9b0af GPU: Cleanup a comment, we use shorts now. 2020-05-16 12:04:36 -07:00
Unknown W. Brackets
31ffbbf44f GPU: Move things around to be per postshader. 2020-05-16 12:04:36 -07:00
Henrik Rydgård
67ab51bb90
Merge pull request #12901 from iota97/postshader-setting
Post shader setting uniform
2020-05-16 21:01:23 +02:00
Henrik Rydgård
a63706925f Very minor optimization in PresentationCommon (don't upload the indices every frame). 2020-05-16 14:56:38 +02:00
iota97
b07874cd00 Fix per game setting and pack setting in vec4 2020-05-16 09:27:53 +02:00
iota97
a666635fa2 Post shader setting uniform 2020-05-15 18:08:52 +02:00
Henrik Rydgård
4bf92a66c5 Thin3D: use 16-bit indices. Fixes #12898. 2020-05-15 18:07:07 +02:00
Unknown W. Brackets
203da7d6e1 GPU: Use texclamp for postshader/present draw. 2020-05-13 18:15:04 -07:00
Unknown W. Brackets
03e3a935da GPU: Cleanup presentation flipping a bit. 2020-05-13 18:11:25 -07:00
Unknown W. Brackets
d4f4e87e66 Vulkan: Correct postshader sampler binding.
This was causing a lost device.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
3aa8287b74 softgpu: Enable postshader support. 2020-05-13 18:10:09 -07:00
Unknown W. Brackets
0e5b17eb9c GLES: Fix reuse of vertex data buffer.
Direct3D 11 and OpenGL had some issues with this being reused for both
renders.  Caused OpenGL to appear flipped.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
cb94487a16 GPU: Move post shader handling to new class.
Currently, Vulkan is not working properly and direct (RAM -> output) is
not hooked up.  But in general, it works.
2020-05-13 18:10:06 -07:00
Unknown W. Brackets
a03e368566 GPU: Move cardboard/etc. to PresentationCommon.
Now this works on softgpu as well.

Some hacks for backend differences...
2020-05-13 18:07:25 -07:00
Unknown W. Brackets
d39b0bdca2 GPU: Split FramebufferCommon into two classes.
Only some things moved over so far.

FramebufferCommon does too much, we want to share it with softgpu without
all the buffer management stuff.
2020-05-13 18:07:22 -07:00