Commit graph

209 commits

Author SHA1 Message Date
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
b79ecc159f GPU: Update postshader uniforms for each. 2020-05-16 12:04:36 -07:00
Henrik Rydgård
864d138cd9 Fix DarkStalkers after the just-merged refactoring. 2020-05-14 23:28:37 +02:00
Unknown W. Brackets
7024a2877d GPU: Take A off RGB565 conversion funcs. 2020-05-13 18:17:58 -07:00
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03e3a935da GPU: Cleanup presentation flipping a bit. 2020-05-13 18:11:25 -07:00
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a41fbb9225 softgpu: Fix postshader on 5551.
This also fixes rendering on Windows 7 Direct3D 11.
2020-05-13 18:10:09 -07:00
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762b656ea2 GPU: Use a texture directly for MakePixelTexture.
This makes it easier to do things with it.
2020-05-13 18:10:09 -07:00
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2653e50200 softgpu: Avoid RB swizzle when using a postshader.
So that it can post-process correctly.
2020-05-13 18:10:09 -07:00
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3aa8287b74 softgpu: Enable postshader support. 2020-05-13 18:10:09 -07:00
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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
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57bd88fc33 softgpu: Allow display rotation. 2020-05-13 18:07:25 -07:00
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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
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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
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cebcfb1bbd 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.
2020-03-01 13:55:28 -08:00
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072041a63d SoftGPU: Convert from 16-bit if unsupported.
Should help #12455, but not actually tested on an affected device.
2019-12-24 11:08:44 -08:00
Henrik Rydgård
6c8186d046 Remove unused textureswizzle support (we use shaders instead). Universally support presenting 5551 format directly. 2019-10-27 20:55:32 +01:00
Henrik Rydgård
86c781e434 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. 2019-10-27 20:55:32 +01:00
Henrik Rydgård
4f7c23fe79 DarkStalkers: Fix display on OpenGL ES. 2019-10-27 20:54:36 +01:00
Henrik Rydgård
796539ad7f DarkStalkers: Fix display in the D3D backends. Still broken in OpenGL. 2019-10-27 20:54:36 +01:00
Henrik Rydgård
9099441973 Darkstalkers: Gross hack to avoid the game's own stretch, and present the raw buffer instead for a sharper image. 2019-10-27 20:54:36 +01:00
Henrik Rydgård
58568632e8 Software renderer: Use hardware color conversion on Vulkan in 5551 16-bit mode 2019-10-27 20:54:36 +01:00
Henrik Rydgård
ae286aef86 Vulkan+SoftwareRenderer: Fix screen rotation on Android.
(Missed this because software rendering is normally disabled on Android)
2019-10-22 22:08:21 +02:00
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2d3885fc1a 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.
2018-11-17 11:14:10 -08:00
xebra
04708fe88a [spline/bezier]Unify SubmitSpline/Bezier. 2018-11-13 18:22:34 +09:00
Unknown W. Brackets
a4c0640f01 GE Debugger: Factor out host calls some.
Moving more of this to cross platform for the web debugger.
2018-09-01 08:32:03 -07:00
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c32ffa1db0 GE Debugger: Rename depth clamp more places.
Was still showing clip enable in disasm.
2018-08-11 16:33:39 -07:00
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b4496f1975 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.
2018-06-23 10:59:18 -07:00
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395ac32d63 Debugger: Run memory breakpoints on mobile. 2018-06-06 17:31:56 -07:00
Henrik Rydgård
36fd2711d6 Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
2018-04-10 12:22:41 +02:00
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99d16b2202 Vulkan: Add tags to UI textures too. 2018-04-06 21:43:18 -07:00
Henrik Rydgård
40db61a680 Remove further remains of hardware skinning. Fixes #10661 2018-03-05 00:03:47 +01:00
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544344f505 GPU: Improve some bezier logging.
Meant to do this when splines were changed.
2018-01-07 21:06:03 -08:00
Henrik Rydgård
b5e5d72a0a Complete the separation of depth and stencil renderpass flags 2017-12-30 22:52:22 +01:00
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206979fed6 Software: Execute bounding box tests.
Fixes #10148.
2017-12-24 11:05:52 -08:00
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a0e4b6ad0b Reporting: Improve bezier/spline morph/skin data.
Most of these are probably garbage?
2017-12-01 09:50:31 -08:00
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ffbdb15975 SoftGPU: Fix crash when stride is 0.
This happens in Star Ocean 1.
2017-11-11 17:45:47 -08:00
Henrik Rydgård
8c69be9bfa Get rid of GPUCommon's "Internal" functions. 2017-11-05 23:21:52 +01:00
Henrik Rydgård
bb68906d88 Delete ProcessEvent and the GPUEvent enum 2017-11-05 23:21:51 +01:00
Henrik Rydgård
26e52ca5e8 Get rid of a bunch of sync stuff that's no longer needed. 2017-11-05 23:21:49 +01:00
Henrik Rydgård
be2ba4ffb3 Remove the setting to run the display list interpreter on a separate thread. 2017-11-05 23:21:26 +01:00
Henrik Rydgård
c403edfa89 Avoid re-binding pipelines. 2017-10-26 10:57:00 +02:00
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37a894a558 GE Debugger: Record memcpy/memset too. 2017-06-03 15:29:10 -07:00
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1cc488aef4 SoftGPU: Support Take Screenshot partially.
This doesn't capture the FPS etc. as other backends do, but at least it
takes a screenshot.
2017-06-01 20:40:45 -07:00
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2233ab073d SoftGPU: Expose jit cache for profiling. 2017-05-30 22:57:42 -07:00
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1b491fe156 SoftGPU: Stub a jit for texel fetch. 2017-05-30 22:57:30 -07:00
Henrik Rydgård
c173da49d3 Fix a number of bugs and stuff affecting Vulkan on Mali 2017-05-30 09:36:17 +02:00
Henrik Rydgård
6bcfe539f7 Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
Also removes a bunch of redundant render target binds.
2017-05-30 09:36:17 +02:00
Henrik Rydgård
35aefe4a2a BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr) 2017-05-30 09:36:17 +02:00
Henrik Rydgård
8f9e0b7fcc SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718 2017-05-24 10:20:10 +02:00