Unknown W. Brackets
0956fa3ff6
GPU: Reduce depth blits when not updated.
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If the game initially clears the depth in a buffer, but then never uses
that depth again, don't keep blitting depth.
Improves #8538 , by preventing the depth blits in this case.
2017-12-24 11:52:15 -08:00
Unknown W. Brackets
8e2682d93c
GLES: Reduce conversion buf size if possible.
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No need to use the stride for the temp buf. May avoid issues if the
driver crashes when reading outside the FBO.
2017-12-21 12:02:45 -08:00
Unknown W. Brackets
30871bfcd1
GLES: Avoid buffer on GLES2 for h=1 / CLUT.
2017-12-21 11:52:11 -08:00
Unknown W. Brackets
75aa65908c
GLES: Pack without stride where possible.
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This may possibly help #10425 in case the behavior is different when going
over width when reading pixels.
2017-12-21 11:41:53 -08:00
Henrik Rydgård
99b34c7b45
Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later to appease strict GL Core drivers. Should fix #10362
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Fixed small bugs, now tested and working on mac.
Add spirv-cross to cmake build
2017-12-08 10:25:42 +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
f8b70fe185
Clean up all the FBOs in DestroyAllFBOs. Missing any can have bad consequences after app switching on Android/Vulkan where we recreate stuff.
2017-12-01 12:17:10 +01:00
Henrik Rydgård
6ea669368c
Crash reports from 5% rollout of 1.5: Make some asserts dbg_asserts for now, try to fix an issue with framebuffers when postproc is enabled.
2017-11-29 18:53:52 +01:00
Henrik Rydgård
23f7819329
Unify RebindFramebuffer, mostly.
2017-11-15 20:44:25 +01:00
Henrik Rydgård
525cb40f84
Vulkan: Support wide lines if available on the GPU.
2017-11-12 10:17:49 +01:00
Unknown W. Brackets
78b5565035
GPU: Properly Release() FBOs.
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In case we end up wanting to use those reference counts, let's use the
right API.
2017-11-05 12:45:02 -08:00
Henrik Rydgård
4a30aedc53
Unify and move around code to cleanup some debug accessors
2017-10-18 13:10:05 +02:00
Henrik Rydgård
898716cc26
Unify DownloadFramebufferForClut
2017-10-18 12:34:01 +02:00
Henrik Rydgård
981c49615c
Unify FlushBeforeCopy. Remove old dummy methods from Vulkan framebuffer manager.
2017-10-18 12:26:02 +02:00
Henrik Rydgård
4e3a9bc3e3
Unify some more framebuffer functions. Leave the GL stuff alone for now due to async.
2017-10-18 11:20:58 +02:00
Henrik Rydgård
f2ea0ce472
Unify (well, almost) GetOutputFramebuffer (D3D11/GL)
2017-10-18 10:54:26 +02:00
Henrik Rydgård
214270d192
Unify GetDepthBuffer/GetStencilBuffer in GL/D3D11
2017-10-18 10:54:26 +02:00
Henrik Rydgård
ad4bc3f9f4
Address review comments.
2017-10-16 14:32:26 +02:00
Henrik Rydgård
9b1ee6fce6
Unify GetFramebuffer in GLES and D3D11.
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D3D9 is left behind for now, and Vulkan still needs implementation - got a branch with initial work towards that.
2017-10-11 13:39:34 +02:00
Henrik Rydgård
62972cb891
D3D11: Move to CopyFramebufferToSync where easily possible.
2017-10-11 13:34:31 +02:00
Henrik Rydgård
16e68aa7c7
Get rid of BindFramebufferForRead
2017-10-10 14:49:07 +02:00
Henrik Rydgård
5bbe0eb69a
Move GL readback to a Thin3D abstraction
2017-10-10 14:48:58 +02:00
Henrik Rydgård
2d94d45389
More format support in thin3d GL
2017-10-10 14:48:54 +02:00
Henrik Rydgård
0aa950b663
Start moving PACK_ALIGNMENT into SafeGLReadPixels
2017-10-09 15:43:26 +02:00
Henrik Rydgård
f760429792
Minor refactoring of framebuffer readbacks.
2017-10-09 15:17:55 +02:00