Henrik Rydgård
7de7680416
Apple driver bug workaround. See issue #13451
2020-12-16 14:39:08 +01:00
Henrik Rydgård
f3ebd6553d
Turn off vertex range culling in bezier/spline calls.
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When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.
Fixes #11692
2020-12-13 16:04:16 +01:00
Henrik Rydgård
7a690f177e
Move shader language feature detection to the draw context.
2020-11-06 09:11:57 +01:00
Henrik Rydgård
f4ea3ccf22
Move the generic vertex shader generator into GPU/Common and rename it.
2020-11-01 19:58:54 +01:00
Henrik Rydgård
be837912e1
Delete the HLSL shader generator, switch to the newly generic one.
2020-11-01 19:58:54 +01:00
Henrik Rydgård
fb785f5f0d
Fix an old inconsistency between D3D9 and D3D11 projection matrices.
2020-11-01 11:35:46 +01:00
Henrik Rydgård
0b1b36921e
Move the now-renamed fragment shader generator to GPU/Common.
2020-10-31 19:03:14 +01:00
Henrik Rydgård
2f1bbd314e
Fragment shader gen: Remove unnecessary allocations
2020-10-31 18:32:43 +01:00
Henrik Rydgård
c311eeaf7d
Switch D3D9 too to the glsl shader generator
2020-10-31 18:32:43 +01:00
Henrik Rydgård
b7d674411e
Test parsing of generated OpenGL shaders too (by using glslang).
2020-10-31 18:32:43 +01:00
Henrik Rydgård
af4d6e7642
Set up the test for D3D9, start fixing stuff.
2020-10-31 18:32:43 +01:00
Henrik Rydgård
3d36049b65
Rename shader generator functions, a bit of moving around and adding an errorString param.
2020-10-21 23:20:25 +02:00
Henrik Rydgård
c6f51bbc1e
Add brute force shader generator tester. Tests D3D11 and Vulkan shaders.
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Found a potential error with tesselation without normals already.
2020-10-21 23:20:15 +02:00
Henrik Rydgård
0e3a84b4a8
Move most GPU things to Common.
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It works after the move, on Windows and Android at least.
Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård
9e41fafd0d
Move math and some file and data conversion files out from native to Common.
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Buildfixing
Move some file util files
Buildfix
Move KeyMap.cpp/h to Core where they belong better.
libretro buildfix attempt
Move ini_file
More buildfixes
2020-10-04 09:12:46 +02:00
Henrik Rydgård
ff8148dd92
Move native/util, native/data and native/i18 to Common/Data.
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Also move colorutil.cpp/h
linking build fix experiment
Delete a bunch of unused CMakeLists.txt files
CMakeLists.txt linking fix
Don't include NativeApp.h from any headers.
Android.mk buildfix
Half of the UWP fix
Buildfix
Minor project file cleanup
Buildfixes
Guess what? More buildfixes!
2020-10-04 07:28:29 +02:00
Henrik Rydgård
ed88761ecc
Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
2020-09-29 15:51:51 +02:00
Henrik Rydgård
b22083e7a6
Even more base/logging.h removal and fixes
2020-08-15 19:09:01 +02:00
Henrik Rydgård
c41f875df4
Remove base/logging.h in a whole lot more places.
2020-08-15 19:09:00 +02:00
Henrik Rydgård
b43698a13d
Remove most instances of base/logging.h from Common, Core, GPU, more
2020-08-15 19:08:44 +02:00
Unknown W. Brackets
e59951382a
Global: Make stringutil includes more explicit.
2020-08-10 07:05:22 -07:00
Henrik Rydgård
cb568b8f5e
Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
2020-08-03 23:24:50 +02:00
Henrik Rydgård
37b57d925c
D3D9: Fix a sign mistake generating the projection matrix. Fixes #13063
2020-06-28 18:25:08 +02:00
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
30ede8240c
GPU: Move hw transform decision to draw engine.
2020-04-04 11:14:32 -07:00
Henrik Rydgård
974095ac10
Log shader contents to VERBOSE instead of DEBUG.
2020-02-29 10:46:04 +01:00
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
41a6b97023
DX9: Simplify some expressions
2020-01-26 16:34:46 +01:00
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
Unknown W. Brackets
f8ce9b08ba
Vulkan: Limit stencil workaround to Adreno 5xx.
2018-12-23 14:11:57 -08:00
Unknown W. Brackets
1f594f3fb5
GPU: Track draw in shader manager.
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With device restore etc. everywhere.
2018-12-23 12:55:37 -08:00
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
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
b05f75f667
D3D9: Set alpha mask reference in uniforms.
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Just so we don't have surprises later if we implement masking.
2018-09-08 20:05:19 -07:00
Unknown W. Brackets
4dafb163a3
D3D11: Split color test out by component.
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Not working correctly together. See #10629 .
2018-09-08 20:03:26 -07:00
Unknown W. Brackets
9bac603976
GPU: Use HW transform for flat spline/bezier.
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We can control the provoking vertex here, but it's less likely to matter.
2018-06-28 19:30:20 -07:00
Unknown W. Brackets
2606365ba4
GPU: Use software transform for flat shading.
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Except on GLES where it works fine with the default provoking index.
This fixes #10969 so that it works everywhere.
2018-06-06 05:53:50 -07:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
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This reverts commit 40db61a680
.
2018-04-10 12:22:41 +02:00
Henrik Rydgård
d8651fd85b
Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
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Probably a very small perf optimization.
2018-03-12 11:17:45 +01:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Unknown W. Brackets
4731a2918c
GPU: Use more typesafe shader IDs.
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Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
2017-12-02 09:07:27 -08:00
Henrik Rydgård
d884eeda99
DX9: Revert a bad optimization, hopefully fixing #10205 . Vulkan: Add a missing check.
2017-11-30 15:28:15 +01:00
Unknown W. Brackets
72e0a24724
GPU: Reset shader state on shader reset.
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Was ending up with lastFSID being -1, but being used.
Seen in gpu/commands/blend test.
2017-09-20 08:37:54 -07:00
Henrik Rydgård
c2bd739b49
Optimize uniform uploads for D3D9 and GL as well.
2017-08-20 13:53:39 +02:00
Henrik Rydgard
078e1151f9
Dirty-flag the fragment shader ID.
2017-08-14 11:36:07 +02:00
Henrik Rydgard
56cd991833
All: Only recompute the vertex shader ID when dirty
2017-08-14 11:36:06 +02:00
Unknown W. Brackets
c19faf8ac8
D3D9: Correct half-pixel offset.
2017-05-23 23:45:55 -07:00
Unknown W. Brackets
ad8a0e6cc0
Add an ini setting to hide performance warnings.
2017-03-11 19:31:00 -08:00
Henrik Rydgård
440e72d250
Clean up among the logs. Remove MASTER_LOG.
2017-03-06 13:10:23 +01:00