Commit graph

171 commits

Author SHA1 Message Date
Unknown W. Brackets
f44852bb18 Global: Cleanup virtual/override specifiers.
Also missing virtual destructors, hidden non-overrides, etc.
2022-12-10 21:13:36 -08:00
Henrik Rydgård
331d024a8c Add a flags parameter to InvalidateCachedState and rename it Invalidate.
Also rename the old InvalidationFlags enum to InvalidateCallbackFlags.
2022-12-01 19:15:38 +01:00
Henrik Rydgård
bdfde4cbac Implement the new screen sizing parameters 2022-11-27 16:16:04 +01:00
Henrik Rydgård
3dd45c6561 Can't forget the texture in the callback, breaks texture-from-framebuffer-copy.
Was probably redundant anyway.
2022-11-24 11:02:21 +01:00
Henrik Rydgård
70d1d8fa07 Replace the "GetCurrentStepId"-based state invalidation with callbacks 2022-11-24 10:52:42 +01:00
Unknown W. Brackets
70c3205564 GPU: Correct equal depth checks. 2022-11-09 20:34:29 -08:00
Unknown W. Brackets
1c0a37f252 GPU: Correct vertex decoder in software transform.
It was meant to flip to skin in decode.
2022-11-09 07:07:39 -08:00
Unknown W. Brackets
3333f2a5aa GPU: Avoid clears for non-simple depth values.
Some drivers don't round depth the same way for a clear vs for drawing,
which can cause mismatches.  We only do this if we see equals-style depth
comparison funcs used in drawing.
2022-11-08 20:06:08 -08:00
Unknown W. Brackets
3de2557ecb GPU: Always skin in decode for software transform. 2022-11-06 08:55:07 -08:00
Unknown W. Brackets
6c36f03a0d GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
Henrik Rydgård
7c5fc3ccb5 Reorder the GPU USE flags a bit 2022-10-17 19:55:11 +02:00
Henrik Rydgård
9b8a5d1db3 Rename GPU_SUPPORTS_ to GPU_USE_ 2022-10-17 08:47:03 +02:00
Henrik Rydgård
daca0b2109 Rename gstate_c.Supports to gstate_c.Use 2022-10-17 08:46:37 +02:00
Unknown W. Brackets
b9b59f7806 GPU: Mask away unused bits in framebuf/zbuf ptr.
Lower 4 bits are ignored during rendering, and mirrors (even even the 8
bit at the top) are ignored.
2022-10-02 20:44:35 -07:00
Unknown W. Brackets
a8eced4773 GLES: Avoid resizing tessellation data textures.
Just recreate when it needs to be larger.  Fixes Test Drive Unlimited
issues noted in #16069.
2022-09-21 23:30:00 -07:00
Henrik Rydgård
b84cda2876 Plumb the computed pipeline state into ComputeFragmentShaderID. 2022-09-02 22:16:57 +02:00
Henrik Rydgård
586da08820
Merge pull request #15895 from unknownbrackets/gpu-minor
GPU: Correct Draw2D::DeviceRestore()
2022-08-24 11:50:42 +02:00
Henrik Rydgård
eb2f12e64a Drive-by texture slot management cleanup 2022-08-24 10:22:58 +02:00
Unknown W. Brackets
7ec62a32b4 GPU: More consistently clear ptrs on DeviceLost().
Rather get a null pointer crash than confusing buggy use-after-free
excitement.
2022-08-23 20:15:30 -07:00
Unknown W. Brackets
b5a4843c1f GPU: Purify ConvertViewportAndScissor().
This makes it harder to misuse.  See #15856.
2022-08-20 14:21:11 -07:00
Unknown W. Brackets
d61619db47 GPU: Dirty params when converting viewport state.
This flag will be false when we convert next time, so parameters won't get
updated as expected.
2022-08-20 14:03:24 -07:00
Henrik Rydgård
12db0e52d4 Fix deferred-depth for bezier/spline. Move updating of last_frame_depth_render to GPUCommon. 2022-08-20 08:29:33 +02:00
Henrik Rydgård
08e2d951b4 State handling reordering in D3D11 and D3D9 backends. 2022-08-05 23:07:01 +02:00
Henrik Rydgård
fecf9127a0 Implement 3D texturing in the OpenGL backend too. Assorted fixes. 2022-07-31 10:43:48 +02:00
Henrik Rydgård
9ffb248e59
Merge pull request #15646 from unknownbrackets/report-vertex
Reporting: Log when vertex count truncated
2022-07-04 23:23:36 +02:00
Unknown W. Brackets
efacbddaef Reporting: Log when vertex count truncated. 2022-07-04 13:22:17 -07:00
Unknown W. Brackets
feddff8299 GLES: Fix sw transform flip in skip buffer mode.
Was causing some things to be drawn in the wrong places and upside down.
2022-06-05 11:31:07 -07:00
Henrik Rydgård
7be86264d0 Move framebufFormat to gstate_c, so we can override it 2022-04-30 18:16:09 +02:00
Henrik Rydgård
b88d676f78 Remove the vertex cache from the OpenGL backend.
It was disabled for a very long time, and now that we've re-enabled it, it
mostly causes problems.

Not feeling like debugging it on weird hardware, I think it's better
to focus energy on other optimizations.
2021-11-06 00:45:43 +01:00
Unknown W. Brackets
2718e81c0e GPU: Expand lines to triangles. 2021-10-31 14:46:46 -07:00
Unknown W. Brackets
b3a8e013f6 GPU: Expand points into triangles for higher res. 2021-10-31 13:06:06 -07:00
Unknown W. Brackets
5128480d74 GPU: Implement cull behavior in sw transform. 2021-10-30 21:04:16 -07:00
Unknown W. Brackets
4ec75de0e7 GPU: Add fog separately for swtransform verts.
At this point, still being processed wrong, this just changes the
attribute structure.
2021-10-30 18:22:54 -07:00
Unknown W. Brackets
159eab5141 GPU: Set projection matrix per backend.
There's a bit of variance, so this keeps the central code clean.
2021-10-30 18:20:36 -07:00
Unknown W. Brackets
f35c7d04bd GPU: Update viewport params before sw transform. 2021-10-30 18:19:16 -07:00
Unknown W. Brackets
3730460bc5 GPU: Move swtransform flippedY to params. 2021-10-30 18:17:22 -07:00
Unknown W. Brackets
3e9d1e0b00 GLES: Re-enable vertex cache.
Was accidentally left disabled during GL threading effort.
2021-10-12 20:41:18 -07:00
Unknown W. Brackets
e85a8b0f5b Global: Cleanup class init order warnings. 2021-02-15 11:59:45 -08:00
Unknown W. Brackets
f32f89dd90 Global: Remove some unused variables. 2021-02-15 11:59:45 -08:00
Unknown W. Brackets
a73c15babc GPU: Correct shader gen with weights as floats.
For now, this supports the option.  We should probably just move to
everything being floats, but we already prefer software skinning.

Fixes #13903.
2021-01-10 08:52:28 -08:00
Henrik Rydgård
559ccd9f33 Minor cleanups 2020-12-14 20:06:06 +01:00
Henrik Rydgård
5eea7435d0 Minor cleanup in GL backend, fixes #13647
Was a stray old texture in boundTextures_ in thin3d. Now makes sure to
invalidate them, and also make it possible to look up bound framebuffer
textures when checking for valid tex parameters.
2020-11-10 00:13:44 +01:00
Henrik Rydgård
0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård
821817e6d4 Move the profiler to Common 2020-10-04 11:42:16 +02:00
Henrik Rydgård
b6efc65c94 Set the texture dirty flags when binding a new framebuffer. 2020-09-21 08:56:58 +02:00
Henrik Rydgård
1b3413945b Some header include cleanup 2020-09-16 09:20:41 +02:00
Unknown W. Brackets
15c25be42b GPU: Switch vertex/lookup hashes to XXH3.
This is faster pretty much everywhere.
2020-08-27 20:37:49 -07:00
Henrik Rydgård
5313fc5b36 More work on GL state leaks. Some things really need a redesign. 2020-08-18 09:18:24 +02:00
Henrik Rydgård
ccc0331279 Move timeutil to Common. (Experiment to see how much work it is to move these). 2020-08-15 20:53:08 +02:00
Henrik Rydgård
b43698a13d Remove most instances of base/logging.h from Common, Core, GPU, more 2020-08-15 19:08:44 +02:00