Commit graph

26 commits

Author SHA1 Message Date
Henrik Rydgård
e559fc022f Minor refactor in PresentationCommon (combine loose coordinates to a struct) 2020-05-31 19:45:28 +02:00
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
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966ac4458a Vulkan: Fix leak and remove extra allocator.
The leak was because we restored immediately after initializing, and
therefore leaked several pipelines.

This allocator isn't used right now, so just using up memory.
2020-05-18 23:07:44 -07:00
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cb739fc0b9 GPU: Allow each shader in chain to have settings.
It'll be up to the author to make the setting names make sense, though.
They'll show from first shader to last.
2020-05-16 12:33:35 -07:00
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1e0c5db3a9 GPU: Keep last output size in chained postshaders. 2020-05-16 12:33:35 -07:00
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8a626dffc5 GPU: Force nearest only for the upscaling filter.
So, if we upscale and then apply an effect, we won't use nearest on that
effect.
2020-05-16 12:33:35 -07:00
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d9195c68b3 GPU: Move calculating render res to presentation.
Since it best understands what the first postshader wants.
2020-05-16 12:33:35 -07:00
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477e988a68 GPU: Allow postshaders to have parents. 2020-05-16 12:33:35 -07:00
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b79ecc159f GPU: Update postshader uniforms for each. 2020-05-16 12:04:36 -07:00
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2d8ea9576a GPU: Process all postshader pipelines. 2020-05-16 12:04:36 -07:00
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5612f9b0af GPU: Cleanup a comment, we use shorts now. 2020-05-16 12:04:36 -07:00
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31ffbbf44f GPU: Move things around to be per postshader. 2020-05-16 12:04:36 -07:00
Henrik Rydgård
67ab51bb90
Merge pull request #12901 from iota97/postshader-setting
Post shader setting uniform
2020-05-16 21:01:23 +02:00
Henrik Rydgård
a63706925f Very minor optimization in PresentationCommon (don't upload the indices every frame). 2020-05-16 14:56:38 +02:00
iota97
b07874cd00 Fix per game setting and pack setting in vec4 2020-05-16 09:27:53 +02:00
iota97
a666635fa2 Post shader setting uniform 2020-05-15 18:08:52 +02:00
Henrik Rydgård
4bf92a66c5 Thin3D: use 16-bit indices. Fixes #12898. 2020-05-15 18:07:07 +02:00
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203da7d6e1 GPU: Use texclamp for postshader/present draw. 2020-05-13 18:15:04 -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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d4f4e87e66 Vulkan: Correct postshader sampler binding.
This was causing a lost device.
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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0e5b17eb9c GLES: Fix reuse of vertex data buffer.
Direct3D 11 and OpenGL had some issues with this being reused for both
renders.  Caused OpenGL to appear flipped.
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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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