Henrik Rydgård
d57edfbdac
Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
2020-08-03 23:17:22 +02:00
Henrik Rydgård
c5e0b799d9
Remove category from _assert_msg_ functions. We don't filter these by category anyway.
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Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Unknown W. Brackets
9ef521d945
GPU: Avoid immediate postshader FBO recreate.
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Before, we created things at the wrong size, then recreated at the right.
Now we just start at the correct size once.
2020-06-12 12:35:35 -07:00
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
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
32a7e7345e
GPU: Centralize framebuffer download.
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And try not to use a potentially-null nvfb. Primarily this can happen on
Direct3D backends.
2020-05-17 10:59:33 -07:00
Unknown W. Brackets
22e46b51c2
GPU: Centralize DestroyAllFBOs().
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This cleans up the postshader update code.
2020-05-13 18:15:04 -07:00
Unknown W. Brackets
2faab0e082
GPU: Use postshader for direct VRAM draws again.
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Also centralize the pixel texture code while at it.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
762b656ea2
GPU: Use a texture directly for MakePixelTexture.
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This makes it easier to do things with it.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
fa6544b737
GPU: Cleanup leftover postshader stuff.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
cb94487a16
GPU: Move post shader handling to new class.
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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
d39b0bdca2
GPU: Split FramebufferCommon into two classes.
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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
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
Henrik Rydgård
9e7625c74b
Workaround for a crash found in #12358 on older devices
2019-09-28 01:11:06 +02:00
Henrik Rydgard
5aed2a2cee
Gate fewer effects behind "Disable slow framebuffer effects".
2019-02-08 15:02:31 +01:00
Henrik Rydgård
683a4e0fb2
Merge pull request #11676 from unknownbrackets/gles-depth
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WIP - GLES: Download depth values via shader
2018-12-19 09:58:38 +01:00
Henrik Rydgård
a2cc2b39ca
Additional raw string shaders
2018-12-18 10:42:29 +01:00
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
e49568f67d
GLES: Move depth packing code to dedicated file.
2018-12-16 17:34:16 -08:00
Unknown W. Brackets
87085d18f0
GLES: Fix render-to-self detection.
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Was broken by the recent fb_address changes, so match Vulkan and D3D11
for consistency.
2018-11-22 09:26:12 -08:00
Unknown W. Brackets
16d7a80980
GPU: Clear alpha more consistently from 565.
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Before, the backends all did different things. Now they are more in sync,
but Vulkan still behaves slightly differently.
Fixes #11326 .
2018-08-30 21:00:21 -07:00
Unknown W. Brackets
b4496f1975
Core: Move config enums to separate file.
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These are a bit strewn about and there are constants that aren't
consistently used, which just adds confusion.
2018-06-23 10:59:18 -07:00
Unknown W. Brackets
03edd6129a
GLES: Cut down on use of USING_GLES2.
2018-06-17 20:51:34 -07:00
Unknown W. Brackets
4f93b1d136
GLES: Removed unused skip copy code.
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Now it was just making the buffer larger for no reason. Before, it
allowed us to skip the convBuf copy.
2018-06-06 05:56:30 -07:00
Unknown W. Brackets
8f354e5312
GPU: Minor framebuffer code cleanup.
2018-06-06 05:56:30 -07:00
Unknown W. Brackets
7c8780bfb6
GPU: Remove some unused code.
2018-06-06 05:56:29 -07:00
Henrik Rydgård
c1d113e0e9
When creating temp framebuffers for download, size them using bufferWidth/Height instead of width/height.
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Or maybe we should make sure to only download within the width/height by
adding more clamps at the beginning of ReadFramebufferToMemory but seems
more dangerous.
Plus some minor things.
Should help #11113
2018-06-01 21:16:07 +02:00
Unknown W. Brackets
8d07e6d985
GPU: Prevent temp FBOs from overwriting each other.
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Sometimes we'd use two temp FBOs in the same draw (e.g. shader blending +
depal.) This could cause the same temp FBO to get used for two purposes,
causing weird behavior.
2018-05-06 08:57:44 -07:00
Henrik Rydgård
117dad8a48
Just add some constants for the GL texture slots.
2018-04-13 09:11:08 +02:00
Unknown W. Brackets
c6ef547176
GLES: Show post-shader compile errors to user.
2018-04-01 19:47:19 -07:00
Unknown W. Brackets
db756b6aeb
GLES: Show post-shader translate errors to user.
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Usually these should be syntax errors, so better to let them know it
happened.
2018-04-01 19:47:02 -07:00
Henrik Rydgård
99af1d58ad
OpenGL task switching fix
2018-03-17 13:45:12 +01:00
Henrik Rydgård
88e8229159
GL: Need to recompile postshaders on Resized() (which is a bit of a misnomer)
2018-02-12 14:01:52 +01:00
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
Henrik Rydgård
3c93eaf164
GL: Fix clearing alpha on stencil uploads.
2018-02-10 17:18:18 +01:00
Henrik Rydgård
625595c6cc
For some reason we use DrawActiveTexture in the GL stencil stuff, don't want to disable stencil unconditionally..
2018-02-08 16:59:03 +01:00
Henrik Rydgård
86cfc411a4
Remove the confusing "DisableState" across the codebase
2018-02-08 16:27:36 +01:00
Henrik Rydgård
b9081dd624
GL: Set a plain render state in DrawActiveTexture, without relying on the caller having called DisableState
2018-02-08 16:21:34 +01:00
Henrik Rydgård
b9b41f52c5
Add a simple spinner to the game load screen to not look frozen.
2018-02-08 12:03:29 +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
982a1710ae
gl-render-manager: Fix postprocessing shaders. Fixes #10566 . Live switching is broken though for some reason.
2018-01-31 17:23:24 +01:00
Unknown W. Brackets
38161f3c69
GLES: Use linear for high-res FBO tex copies.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
f6260c75c9
GLES: Reset blend state on clear.
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Because now that resets blending parameters.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
4f1b8d80a9
GLES: Bind texture on MakePixelTexture().
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This is currently necessary because callers expect it. Also, move inside
render passes.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
af6431986d
OpenGL: Now run GL on a secondary thread. Sync issues remain.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
d0038775e5
TODOs and indentations
2018-01-27 15:10:17 +01:00
Henrik Rydgård
b7f4f6e157
GL render manager: Improve shader error reporting.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
542f9f9ef1
Assorted cleanup
2018-01-27 15:10:17 +01:00
Henrik Rydgård
63b9140ebf
Rip out async readbacks from FramebufferManagerGLES. They should be implemented in GLQueueRunner, differently.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
958078f603
GL render manager: Merge BindInputLayout into BindVertexBuffer.
2018-01-27 15:10:17 +01:00