Henrik Rydgård
8c2e318416
OpenGL dataformat cleanup - pass Draw::DataFormat to the GLRenderManager.
...
Avoids triple GLenum all over the place, and also clearly shows that the
mapping is wrong.
2019-10-24 22:41:41 +02:00
Unknown W. Brackets
adeca2c3ba
GLES: Move some vendor bug checks to Draw.
2018-12-23 20:27:22 -08:00
Unknown W. Brackets
d9510f8824
D3D11: Allow shader blend to self.
...
It was forcing from black before. See #9616 .
2018-11-24 10:19:28 -08:00
Henrik Rydgård
842290b6dd
Workaround for bad int behaviour on Adreno / GLES. (no problems in
...
Vulkan).
See #11480 , should help #11479 .
2018-10-20 13:22:14 +02:00
Unknown W. Brackets
97773d3dd5
TexCache: Fix texture alignment in GLES.
...
We must align to 4 bytes, and we aren't always aligned to 16 anymore, so
we must check when dealing with swizzle.
2018-09-08 19:00:30 -07:00
Unknown W. Brackets
70318fda37
GLES: Enable shader depal with Vulkan fixes.
2018-08-12 19:49:08 -07:00
Unknown W. Brackets
78dc07e7a3
Headless: Fix graphics tests for Vulkan/Direct3D.
...
Otherwise we hang because there's no thread to ever end.
2018-07-29 11:26:04 -07:00
Henrik Rydgård
42f4d7b40f
OpenGL: Fix bug where we could end up calling glUniformMatrix without a bound program. Found by GL debug callback on NV.
...
This adds a bit of extra checking that's only enabled in _DEBUG builds.
2018-07-28 11:09:01 +02:00
Unknown W. Brackets
ccef997a7a
GE Debugger: Fix asserts when reading debug tex.
...
This is unfortunate, but right now BuildTexture() applies the sampling
settings which happen within a render pass. So we must have a render
pass.
2018-06-11 14:56:25 -07:00
Unknown W. Brackets
8d07e6d985
GPU: Prevent temp FBOs from overwriting each other.
...
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
698bd75209
Fix regression caused by the new depal code for Vulkan. Fixes #10993
2018-05-04 22:24:11 +02:00
Unknown W. Brackets
3eb0450998
Depal: Reapply texture when bounds change.
...
Since we need each slice of the texture when we use bounds to reduce the
size. Fixes #10951 .
2018-04-22 10:43:46 -07:00
Henrik Rydgård
fb7a63bd11
Implement shader depal for GL as well, but disabled by default.
2018-04-13 20:00:14 +02:00
Henrik Rydgård
117dad8a48
Just add some constants for the GL texture slots.
2018-04-13 09:11:08 +02:00
Henrik Rydgård
398d375568
Fix issue in TextureCacheGLES::DeviceRestore
2018-04-05 20:17:30 +02:00
Henrik Rydgård
1d6263d5eb
More GL shutdown fixes. Partially fixes #10868
2018-04-05 12:28:59 +02:00
Henrik Rydgård
01d81ffa72
OpenGL: Fix texture wrapping of render targets.
2018-03-28 11:23:41 +02:00
Henrik Rydgård
f967e206b8
Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
...
Also this is good for terminology, no more confusion with the texture
replacement facility :)
2018-03-25 10:50:37 +02:00
Henrik Rydgård
28e202a089
Buildfix, oops
2018-02-28 19:15:29 +01:00
Henrik Rydgård
83c82a5ebd
GL: Fix depal issue where we forgot to set vp/scissor properly. Update some asserts.
2018-02-28 18:45:14 +01:00
Unknown W. Brackets
506dfcb916
GLES: Fix texture scaling.
...
Oops, and I had broken it again.
2018-02-22 19:58:52 -08:00
Unknown W. Brackets
4b8d8c875d
Qt: Remove old texture debug API.
...
No one's testing it and it's not the best way. We have a better
implemented API and should use it instead.
2018-02-19 09:09:35 -08:00
Unknown W. Brackets
ecd1a04e44
GLES: Fix unpack misalignment, Qt debugger freeing.
...
We no longer use unpack, so we should always decode to w not bufw.
2018-02-19 09:02:22 -08:00
Unknown W. Brackets
438951f844
GLES: Properly free when upscaling textures.
...
Oops. Fixes crash introduced by #10603 .
2018-02-18 19:03:31 -08:00
Unknown W. Brackets
0474ff5c23
GLES: Use aligned memory for textures.
...
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
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
Unknown W. Brackets
acc3e39b67
GLES: Reintroduce out of memory checks.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
900e53b6dc
GLES: Re-enable texture scaling.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
ccdb4d186d
gl-render-manager: Fix HW tesselation. Remove 1D texture support, likely no benefit.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
db0989a9d0
Debugger: Fix texture preview in GLES.
...
Also, fix issues with the first view of a texture in Vulkan / D3D11.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
5c7c7ce192
Move GL sampler state tracking into GLRenderManager/QueueRunner.
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
Henrik Rydgård
f99fa02ba7
Run the depal stuff, seems a bit broken. Add some state filtering.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
7c17cb6754
Fix showing savestate screenshots (needed mips)
2018-01-27 15:10:17 +01:00
Henrik Rydgård
1241abc887
Make sure we set GL_TEXTURE_MAX_LEVEL somewhere.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
9094410fd1
gl-render-manager: Need to actually bind newly created textures.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
062608ad78
Start moving the framebuffer stuff over to the render manager
2018-01-27 15:10:17 +01:00
Henrik Rydgård
51f467a7b3
Kill off the GL state cache
2018-01-27 15:10:17 +01:00
Henrik Rydgård
f3282dcfda
Delete the gl name cache (might resurrect it on the GLQueueRunner side if needed later). Other cleanup and fixes.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
46e1fbb788
Initial texture work. Bugfix indexed drawing
2018-01-27 15:10:17 +01:00
Henrik Rydgård
bd6818198a
More GLRenderManager
2018-01-27 15:10:17 +01:00
Henrik Rydgård
9340260802
Finish the shader manager (almost)
2018-01-27 15:10:17 +01:00
Henrik Rydgård
b5e5d72a0a
Complete the separation of depth and stencil renderpass flags
2017-12-30 22:52:22 +01:00
Henrik Rydgård
dc6a4ea753
Fix annoying name clashes (Status is in X11 headers..)
2017-12-15 16:34:29 +01:00
Henrik Rydgård
299cb007c2
Add a comment, revert a reporting change.
2017-12-10 02:05:25 +01:00
Henrik Rydgård
7d0fc9ce65
Rework GL lost-device to work more like Vulkan. Gets rid of gl_lost manager etc.
2017-12-07 15:05:59 +01:00
Henrik Rydgård
313223364c
Buildfix, update comments slightly
2017-11-15 14:21:17 +01:00
Henrik Rydgård
f564c59248
Mipmaps: Disable LOD bias in slope mode as that's not how it works.
...
Works around #9772
2017-11-15 14:21:17 +01:00
Unknown W. Brackets
e3b3828b15
TexCache: Check alpha before scaling.
...
This will be faster when scaling. We no longer need to wait, since we
only care about full alpha now.
2017-11-12 16:19:28 -08:00
Unknown W. Brackets
9fbcc01afa
TexCache: Remove simple 0/1 alpha check.
...
No practical optimizations have come of this, so it's a waste of time.
Slows down Vulkan too.
2017-11-12 16:17:46 -08:00