Unknown W. Brackets
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3aa8287b74
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softgpu: Enable postshader support.
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2020-05-13 18:10:09 -07:00 |
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Unknown W. Brackets
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cb94487a16
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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.
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2020-05-13 18:10:06 -07:00 |
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Unknown W. Brackets
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57bd88fc33
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softgpu: Allow display rotation.
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2020-05-13 18:07:25 -07:00 |
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Unknown W. Brackets
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a03e368566
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GPU: Move cardboard/etc. to PresentationCommon.
Now this works on softgpu as well.
Some hacks for backend differences...
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2020-05-13 18:07:25 -07:00 |
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Unknown W. Brackets
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d39b0bdca2
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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.
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2020-05-13 18:07:22 -07:00 |
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Unknown W. Brackets
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cebcfb1bbd
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GPU: Use old frame when presenting a skip.
If we flip using a skipped frame, we may show an even older frame causing
weird flickering.
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2020-03-01 13:55:28 -08:00 |
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Unknown W. Brackets
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072041a63d
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SoftGPU: Convert from 16-bit if unsupported.
Should help #12455, but not actually tested on an affected device.
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2019-12-24 11:08:44 -08:00 |
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Henrik Rydgård
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6c8186d046
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Remove unused textureswizzle support (we use shaders instead). Universally support presenting 5551 format directly.
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2019-10-27 20:55:32 +01:00 |
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Henrik Rydgård
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86c781e434
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Hack around most of the problems with the save/load dialog. Software stretch gets enabled in non-wide mode, so wallpapers work at a cost of speed.
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2019-10-27 20:55:32 +01:00 |
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Henrik Rydgård
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4f7c23fe79
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DarkStalkers: Fix display on OpenGL ES.
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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796539ad7f
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DarkStalkers: Fix display in the D3D backends. Still broken in OpenGL.
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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9099441973
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Darkstalkers: Gross hack to avoid the game's own stretch, and present the raw buffer instead for a sharper image.
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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58568632e8
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Software renderer: Use hardware color conversion on Vulkan in 5551 16-bit mode
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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ae286aef86
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Vulkan+SoftwareRenderer: Fix screen rotation on Android.
(Missed this because software rendering is normally disabled on Android)
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2019-10-22 22:08:21 +02:00 |
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Unknown W. Brackets
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2d3885fc1a
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GE Debugger: Fix display event record timing.
When the display happens mid frame, this fixes it so you can see the
result easily when running the dump, without manually stepping through.
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2018-11-17 11:14:10 -08:00 |
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xebra
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04708fe88a
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[spline/bezier]Unify SubmitSpline/Bezier.
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2018-11-13 18:22:34 +09:00 |
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Unknown W. Brackets
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a4c0640f01
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GE Debugger: Factor out host calls some.
Moving more of this to cross platform for the web debugger.
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2018-09-01 08:32:03 -07:00 |
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Unknown W. Brackets
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c32ffa1db0
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GE Debugger: Rename depth clamp more places.
Was still showing clip enable in disasm.
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2018-08-11 16:33:39 -07:00 |
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Unknown W. Brackets
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b4496f1975
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Core: Move config enums to separate file.
These are a bit strewn about and there are constants that aren't
consistently used, which just adds confusion.
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2018-06-23 10:59:18 -07:00 |
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Unknown W. Brackets
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395ac32d63
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Debugger: Run memory breakpoints on mobile.
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2018-06-06 17:31:56 -07:00 |
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Henrik Rydgård
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36fd2711d6
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Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680 .
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2018-04-10 12:22:41 +02:00 |
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Unknown W. Brackets
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99d16b2202
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Vulkan: Add tags to UI textures too.
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2018-04-06 21:43:18 -07:00 |
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Henrik Rydgård
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40db61a680
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Remove further remains of hardware skinning. Fixes #10661
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2018-03-05 00:03:47 +01:00 |
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Unknown W. Brackets
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544344f505
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GPU: Improve some bezier logging.
Meant to do this when splines were changed.
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2018-01-07 21:06:03 -08:00 |
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Henrik Rydgård
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b5e5d72a0a
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Complete the separation of depth and stencil renderpass flags
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2017-12-30 22:52:22 +01:00 |
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Unknown W. Brackets
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206979fed6
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Software: Execute bounding box tests.
Fixes #10148.
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2017-12-24 11:05:52 -08:00 |
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Unknown W. Brackets
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a0e4b6ad0b
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Reporting: Improve bezier/spline morph/skin data.
Most of these are probably garbage?
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2017-12-01 09:50:31 -08:00 |
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Unknown W. Brackets
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ffbdb15975
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SoftGPU: Fix crash when stride is 0.
This happens in Star Ocean 1.
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2017-11-11 17:45:47 -08:00 |
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Henrik Rydgård
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8c69be9bfa
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Get rid of GPUCommon's "Internal" functions.
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2017-11-05 23:21:52 +01:00 |
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Henrik Rydgård
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bb68906d88
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Delete ProcessEvent and the GPUEvent enum
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2017-11-05 23:21:51 +01:00 |
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Henrik Rydgård
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26e52ca5e8
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Get rid of a bunch of sync stuff that's no longer needed.
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2017-11-05 23:21:49 +01:00 |
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Henrik Rydgård
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be2ba4ffb3
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Remove the setting to run the display list interpreter on a separate thread.
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2017-11-05 23:21:26 +01:00 |
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Henrik Rydgård
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c403edfa89
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Avoid re-binding pipelines.
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2017-10-26 10:57:00 +02:00 |
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Unknown W. Brackets
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37a894a558
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GE Debugger: Record memcpy/memset too.
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2017-06-03 15:29:10 -07:00 |
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Unknown W. Brackets
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1cc488aef4
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SoftGPU: Support Take Screenshot partially.
This doesn't capture the FPS etc. as other backends do, but at least it
takes a screenshot.
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2017-06-01 20:40:45 -07:00 |
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Unknown W. Brackets
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2233ab073d
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SoftGPU: Expose jit cache for profiling.
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2017-05-30 22:57:42 -07:00 |
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Unknown W. Brackets
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1b491fe156
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SoftGPU: Stub a jit for texel fetch.
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2017-05-30 22:57:30 -07:00 |
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Henrik Rydgård
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c173da49d3
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Fix a number of bugs and stuff affecting Vulkan on Mali
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2017-05-30 09:36:17 +02:00 |
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Henrik Rydgård
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6bcfe539f7
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Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
Also removes a bunch of redundant render target binds.
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2017-05-30 09:36:17 +02:00 |
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Henrik Rydgård
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35aefe4a2a
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BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr)
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2017-05-30 09:36:17 +02:00 |
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Henrik Rydgård
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8f9e0b7fcc
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SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718
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2017-05-24 10:20:10 +02:00 |
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Unknown W. Brackets
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8187927b9d
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SoftGPU: Use vertexjit for submitted primitives.
This uses the standard cache other rendering uses.
In Legend of Heroes 3, for example, this provides a 10% speed improvement.
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2017-05-20 20:22:35 -07:00 |
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Unknown W. Brackets
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1666586869
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SoftGPU: Implement CONTINUE prim type.
Matches tests (except 3D lines, which aren't implemented yet.)
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2017-04-29 20:36:36 -07:00 |
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Unknown W. Brackets
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1e78642a7b
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SoftGPU: Remove old spline handling code.
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2017-04-15 21:10:19 -07:00 |
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Unknown W. Brackets
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b543c0d0e4
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SoftGPU: Use common spline/bezier rendering.
There's nothing inherently non-software rendering about this.
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2017-04-15 20:08:37 -07:00 |
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Unknown W. Brackets
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b67650a8ff
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SoftGPU: Force render res to 1x.
This fixes issues with the vertex preview in the GE Debugger.
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2017-04-15 19:54:42 -07:00 |
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Unknown W. Brackets
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31ddcd48ed
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SoftGPU: Fix crash on matrix load.
Just stubbing the draw engine here.
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2017-04-15 19:53:56 -07:00 |
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Henrik Rydgård
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c899882034
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Fix issues with software GPU on D3D11
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2017-04-11 12:53:11 +02:00 |
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Henrik Rydgard
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ecdb289235
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Fix SoftGPU for 16-bit framebuffer formats. Fixes #9422
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2017-03-14 09:53:41 +01:00 |
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Henrik Rydgard
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eabcb22623
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Refactor away SetImageData
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2017-02-19 11:02:24 +01:00 |
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