Commit Graph

268 Commits

Author SHA1 Message Date
xebra
d4a667397c [spline/bezier]Improve shader uniforms a bit. 2018-10-07 23:54:10 +09:00
xebra
3c0fb44f2e [spline/bezier]Improve hwtess to use cached weights. 2018-10-07 23:54:05 +09:00
xebra
1b076f8324 [spline/bezier]Improve HW tess on Opengl to combine 3 textures into a single texture and use it. 2018-10-07 23:54:03 +09:00
Unknown W. Brackets
4a5320ed7d GLES: Refactor out duplicate code. 2018-09-20 20:40:32 -07:00
Unknown W. Brackets
52baec21a8 GPU: Refactor cull range calculation together. 2018-09-17 22:27:25 -07:00
Unknown W. Brackets
639a3f406d D3D9: Implement vertex range culling. 2018-09-17 07:27:26 -07:00
Unknown W. Brackets
ab3a466621 GLES: Implement vertex range culling.
Based on tests, skips triangles with any point outside the 4096x4096 box,
except when depth clamping would engage.
2018-09-17 07:27:26 -07:00
Unknown W. Brackets
797327eecd GPU: Handle bad fog params as large signed vals.
From tests, it seems they're just treated as valid exponents.

Using 65535 since that's the range of depth, can't think of a game using a
larger value for a fog parameter, probably never even this large.
2018-09-10 00:28:02 -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
Henrik Rydgård
1c17373039 GLES: Properly restore the pointer to the render manager in more places 2018-05-29 23:07:22 +02:00
Henrik Rydgård
fb7a63bd11 Implement shader depal for GL as well, but disabled by default. 2018-04-13 20:00:14 +02:00
Henrik Rydgård
36fd2711d6 Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
2018-04-10 12:22:41 +02:00
Henrik Rydgård
1c99ebcbcc Fix DecFmt bug 2018-04-10 12:12:47 +02:00
Henrik Rydgård
6a90b8fbb4 Revert "Further cleanup after the removal of hardware skinning."
This reverts commit f086a0915f.

Increment the shader cache version. Restore some more.
2018-04-10 11:38:02 +02:00
Henrik Rydgård
9761d8930d Bump GL shader cache version 2018-03-17 02:01:11 +01:00
Henrik Rydgård
6858c77612 Don't allow wrapping on framebuffer textures. Fixes GTA on old NV Shield 2018-03-17 01:54:11 +01:00
Carlos Estrague / Mrc_munir
f3040949a3 Fix a typo extra " in some header
Fix a typo introduced in https://github.com/hrydgard/ppsspp/pull/10715
2018-03-13 20:16:41 +01:00
Henrik Rydgård
a0fa199ce3 Merge pull request #10715 from unknownbrackets/loading
UI: Show more detailed loading status
2018-03-13 10:44:07 +01:00
Unknown W. Brackets
88e01c7944 UI: Show more detailed loading status.
It's sometimes taking longer, so this may make it easier to identify.

See #10673.
2018-03-12 18:06:46 -07:00
Henrik Rydgård
d8651fd85b Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
Probably a very small perf optimization.
2018-03-12 11:17:45 +01:00
Henrik Rydgård
40db61a680 Remove further remains of hardware skinning. Fixes #10661 2018-03-05 00:03:47 +01:00
Unknown W. Brackets
3380ab8705 GLES: Keep the GLRShader desc around.
This way we can also log it on link errors.  It's not much data.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
48a07474f8 GLES: Avoid using failed depal shaders if possible.
Better to have one totally broken frame than all totally broken frames.
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
Henrik Rydgård
b7f4f6e157 GL render manager: Improve shader error reporting. 2018-01-27 15:10:17 +01:00