Henrik Rydgård
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e531a7da43
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gl-render-manager: Implement logic ops
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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acb692677b
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GLES: Accept a color mask for clears.
Otherwise, we end up clearing RGB when we try to only clear alpha, which
is fairly common.
Makes Valkyria Chronicles 3 action mode visible again.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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e98f265d68
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GLES: Prevent writing to gutter in readback.
This also read outside the conv buffer.
Prevents crash on startup for Brave Story. Now, it just has major
graphical issues.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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5798c0cc73
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Vulkan: Correct zero stencil upload fast path.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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3eb6d38d75
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Vulkan: Fix stencil-only clear for stencil upload.
Fixes stencil issues in Star Ocean.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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22bf124631
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GLES: Document stencil clearing bug.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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790e3121d2
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GLES: Move stencil upload state into render pass.
Without this, stencil upload simply failed silently. Fixes Star Ocean
stencil issues.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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a135035850
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GLES: Ensure stencil upload clear in render pass.
Fixes crashes in Star Ocean.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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4f1b8d80a9
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GLES: Bind texture on MakePixelTexture().
This is currently necessary because callers expect it. Also, move inside
render passes.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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fdca06d208
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More work on shutdown, still hanging though.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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57615344e4
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Fix for deletes, add some debugging stuff
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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e5d571c25a
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gl-render-manager: Now threaded mode seems to work fine (and fast!). Shutdown doesn't, though, and there are stability issues.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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af6431986d
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OpenGL: Now run GL on a secondary thread. Sync issues remain.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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e4752a887f
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Fix use-after-free in shader error reporting
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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d0038775e5
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TODOs and indentations
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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58854adb80
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StencilBufferGLES: Move SetNoBlendAndMask to the right places.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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a642c1a990
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Fix goof with the stencil buffer drawing
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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b7f4f6e157
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GL render manager: Improve shader error reporting.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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465939e1c8
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Minor fixes, indentation and comments
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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2656ad7d40
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Vulkan: Use push_back instead of resize(+1)
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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422b05e51f
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Truncate the '\n' from GL debug strings before logging them.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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7d6f9aec4d
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iOS buildfix
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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5c7c7ce192
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Move GL sampler state tracking into GLRenderManager/QueueRunner.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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43ebbbcdb6
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More state dirtying, a comment
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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af8e825578
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Fix terrible drawing glitches when we do sync readbacks.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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542f9f9ef1
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Assorted cleanup
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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63b9140ebf
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Rip out async readbacks from FramebufferManagerGLES. They should be implemented in GLQueueRunner, differently.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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42f2312030
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Remove the old CPU threading remains, start redesigning interfaces.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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49c3cb83fe
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GL render manager: Simple implementation of synchronous framebuffer readbacks.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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2b12776137
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Remove viewport flipping where it's not needed
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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0a413a18a7
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GL render manager: Add some more dirty tracking.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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958078f603
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GL render manager: Merge BindInputLayout into BindVertexBuffer.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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84ad7a2dba
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Fix bug, works on Android now. Don't reuse textures.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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f99fa02ba7
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Run the depal stuff, seems a bit broken. Add some state filtering.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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970458a0c2
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Scissor fix
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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7c17cb6754
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Fix showing savestate screenshots (needed mips)
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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1241abc887
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Make sure we set GL_TEXTURE_MAX_LEVEL somewhere.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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d5c6786ead
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Fix some texture memory bugs (yeah need to make copies..)
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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9094410fd1
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gl-render-manager: Need to actually bind newly created textures.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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8a1e7347b9
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GL render manager: Various fixes and cleanup including a buffered rendering fix, rect primitive fix
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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062608ad78
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Start moving the framebuffer stuff over to the render manager
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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7e3e652963
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Fix more gl-render-manager problems
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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51f467a7b3
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Kill off the GL state cache
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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f3282dcfda
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Delete the gl name cache (might resurrect it on the GLQueueRunner side if needed later). Other cleanup and fixes.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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46e1fbb788
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Initial texture work. Bugfix indexed drawing
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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bd6818198a
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More GLRenderManager
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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376d92fcc9
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Start messing with the draw engine...
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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9340260802
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Finish the shader manager (almost)
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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60a966c5ec
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PushBuffer added. Thin3d works now on top of GLRenderManager, except framebuffers.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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a3bcd91a31
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Fix clears and textures. Things still broken due to memory overwrites.
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2018-01-27 15:10:17 +01:00 |
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