Henrik Rydgård
f6fcc9e9a7
Add a way to view the "GPU_USE_" flags at runtime. Useful for sanity checking on-device.
2022-11-23 16:17:41 +01:00
Henrik Rydgård
dd0409d68c
OpenGL ES: Crash as early as possible if things are bad
...
There's a huge variety of crash report in the Play Console of various
opengl failures. Try to concentrate them to early points in
initialization
2022-11-08 10:43:38 +01:00
Henrik Rydgård
91259aaad7
Always use array textures for framebuffers in Vulkan for simplicity.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
0de12f5ca9
Some refactoring of framebuffer views, layer issues, more work.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
fb250c4b29
More multiview work
2022-10-27 11:05:58 +02:00
Henrik Rydgård
7a620962aa
thin3d: Replace hint at future MRT support with basic multi layer support
2022-10-27 11:05:58 +02:00
Henrik Rydgård
90d395a10d
Remove "attachment" parameter from BindFramebufferAsTexture everywhere.
...
Not actually useful since our framebuffer objects don't support multiple
color images, and probably won't ever need to.
2022-10-20 10:15:19 +02:00
Unknown W. Brackets
179c1e4a3b
GLES: Enable EXT_depth_clamp where supported.
...
Seems like Freedreno may support this.
2022-10-10 00:54:29 -07:00
Herman Semenov
29b87e0c0b
Merge branch 'master' into master
2022-10-03 07:49:13 +00:00
Unknown W. Brackets
59a489f883
Draw: Add COLOR1 semantic.
2022-10-01 12:14:46 -07:00
lainon
b304551747
Code readability, vec reserve() and remove excess c_str()
2022-09-30 12:31:32 +03:00
Henrik Rydgård
aa19712fc3
Unify depth texture and framebuffer fetch checks
2022-09-20 10:47:49 +02:00
Henrik Rydgård
1ae7c0132c
Start unifying setting of the GPU feature flags, now that thin3d has feature detection.
2022-09-20 10:07:01 +02:00
Unknown W. Brackets
c08c873462
GLES: Support more clip distances.
...
Will be used later, for now just the enable/disable logic.
2022-09-18 13:16:59 -07:00
Henrik Rydgård
a208afb7b8
OpenGL and D3D11 fixes
2022-09-14 23:35:15 +02:00
Henrik Rydgård
f745e94899
Allow binding "native" texture objects to thin3d
2022-09-14 22:18:35 +02:00
Unknown W. Brackets
56e30495aa
Common: Fix some type compare warnings on 32-bit.
2022-09-12 22:14:48 -07:00
Henrik Rydgård
347f7c4e5a
Vulkan: Improve tagging of pipelines for debugging purposes
2022-09-08 00:47:22 +02:00
Henrik Rydgård
d6b953bddd
Fix GLES check
2022-09-04 00:10:56 +02:00
Henrik Rydgård
5f1ffeae70
Correct LogicOp API support detection
2022-09-04 00:08:40 +02:00
Henrik Rydgård
d459eac891
Fix checks for depth texture support, GLES syntax errors
2022-08-24 11:26:07 +02:00
Henrik Rydgård
bd674c47b6
OpenGL: Fix regular depal (shader depal still worked) that broke recently
2022-08-24 11:01:57 +02:00
Henrik Rydgård
8b3ef19450
Fix wrong width/height values being stored in thin3d textures
2022-08-24 10:23:37 +02:00
Henrik Rydgård
79ee532609
Fix feature checks
2022-08-09 20:05:44 +02:00
Henrik Rydgård
1dabb54df5
Improve the NPOT check
2022-08-07 11:50:23 +02:00
Henrik Rydgård
4ff8f85110
Forgot these...
2022-08-07 11:48:59 +02:00
Henrik Rydgård
6f1f482432
Make GLQueueRunner/RenderManager aware of device caps, use it to check for NPOT and some other stuff
2022-08-07 11:15:23 +02:00
Henrik Rydgård
81c36578ca
Feature detection fixes
2022-08-06 18:27:03 +02:00
Henrik Rydgård
da65af832a
D3D11 prep
2022-08-06 18:27:03 +02:00
Henrik Rydgård
4e89174b85
OpenGL: Fix shader depal too.
2022-08-06 18:27:03 +02:00
Henrik Rydgård
8aebf0dca4
Port the OpenGL depal path to thin3d
2022-08-06 18:27:02 +02:00
Henrik Rydgård
3e1ccf1311
Need a separate cap bit for stencil blits to prevent misuse on D3D9
2022-08-03 13:40:21 +02:00
Henrik Rydgård
9bead443c3
Unify stencil buffer upload using Draw. Only OpenGL tested yet (shaders need adaptation).
2022-08-03 13:31:13 +02:00
Henrik Rydgård
d4d92e39ff
Implement DrawUP for D3D11
...
This is so we can do simple drawing without buffer management through
thin3d on all backends.
2022-08-03 13:28:54 +02:00
Henrik Rydgård
19931c003f
Clean up blit/copy feature detection. Don't need fast GPU flags for these.
2022-08-02 09:53:46 +02:00
Henrik Rydgård
46d6b43618
Support 3D textures in OpenGL ES, add feature check
2022-07-31 10:43:48 +02:00
Henrik Rydgård
129f3fe997
Testfix, cleanup
2022-07-31 10:43:48 +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
e43b5e2081
thin3d: Make writeMask and compareMask dynamic in all backends. D3D11 needs emulation.
2022-07-30 10:47:18 +02:00
Henrik Rydgård
4a18629e63
thin3d: Remove dual sided stencil, not supported by all backends anyway
2022-07-30 10:47:18 +02:00
Henrik Rydgård
122a0fa1f6
Oops, revert debugging commit
2022-06-19 18:10:27 +02:00
Henrik Rydgård
1d17b01c16
Workaround for strange driver hang on Raspberry Pi 3.
...
Strangely, this does not fix the text rendering in the UI, but might
still be enough for the libretro use case in #15469 .
See #15469
2022-06-19 16:56:19 +02:00
Unknown W. Brackets
275baccc5b
GLES: Support GL_APPLE_clip_distance too.
...
Seems modern Apple mobile chips only support clip.
2021-10-12 20:34:44 -07:00
Unknown W. Brackets
5e6f54033e
GPU: Split clip and cull caps.
...
GL_ARB_cull_distance is needed, sometimes available on older GL.
2021-10-12 20:34:43 -07:00
Unknown W. Brackets
7d00b6ca90
GLES: Enable/disable clip distance 0.
2021-10-12 20:34:42 -07:00
Unknown W. Brackets
046a5c548b
GLES: Check clip/cull distance support.
...
Pretty limited on GLES3+. Also D3D11.
Seems like doing it on D3D9 might be a bit tricky.
2021-10-12 20:34:42 -07:00
Unknown W. Brackets
4cb6976029
GPU: Use an empty vertex buf for reinterpret.
...
See #14552 .
2021-08-07 22:22:36 -07:00
Henrik Rydgård
4c9b5ada0f
Address feedback
2021-07-09 21:09:44 +02:00
Henrik Rydgård
df6abe83a3
Support depth clamping in OpenGL where available.
...
Should make support for depth texturing quite easy.
Unfortunately, this extension does not exist on OpenGL ES. There we'll
have to use ugly tricks with gl_FragDepth if we want this.
2021-07-09 21:09:44 +02:00
Unknown W. Brackets
7f8144494e
Draw: Use constants for texture slots.
...
GL actually had a check for 16 but then an array for 8. This should make
it easier to figure out if we ever hit those limits.
2021-06-12 14:10:57 -07:00