Henrik Rydgård
9e7625c74b
Workaround for a crash found in #12358 on older devices
2019-09-28 01:11:06 +02:00
Henrik Rydgård
09b5546828
Apply the same Mali range culling "fix" in OpenGL.
2019-08-09 00:09:06 +02:00
Unknown W. Brackets
732d344328
Common: Fix some unused ident and case warnings.
2019-06-22 13:22:12 -07:00
Unknown W. Brackets
c5b844cc98
GPU: Respect stencil write mask on clear.
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Actually identified this for the softgpu in #11319 , but applying it for
RGBA is a problem in most renderers. Forgot to at least apply it to
stencil.
Fixes #11901 .
2019-03-16 19:42:18 -07:00
Henrik Rydgård
3445f39f3f
Survive pipeline creation failure on Vulkan. Makes Burnout playable on Pocophone... Sigh.
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Minor cleanups.
2019-03-11 16:40:10 +01:00
Unknown W. Brackets
271389b8e5
GLES: Fix stencil buffer upload at > 1x PSP.
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Also fixes crashes on ATI. See #6627 .
2019-03-10 08:36:12 -07:00
Henrik Rydgård
8e7da3fef4
Disable vertex range culling when the depthrange hack is enabled. Temporary workaround for #11576 .
2019-02-26 16:07:11 +01:00
Henrik Rydgård
1f4c1cee2d
Disable more texcoord math on terrible-precision PowerVR (it's really awful). Fixes #9189 .
2019-02-26 10:39:17 +01:00
Unknown W. Brackets
af58577aff
GPU: Better typesafety for shader bits.
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See 128c0ad .
2019-02-16 06:54:56 -08:00
Henrik Rydgard
5aed2a2cee
Gate fewer effects behind "Disable slow framebuffer effects".
2019-02-08 15:02:31 +01:00
Henrik Rydgard
9736bc431a
The block transfer setting should not affect clearing memory behind a render target, especially since that's already gated behind a compat flag.
2019-02-08 14:46:16 +01:00
Henrik Rydgård
12f295c4a5
GLES: Detect Vivante GPU, disable vertex range culling
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Should work-around #11703
2019-01-03 12:43:32 +01:00
Henrik Rydgård
8e17caf351
Merge pull request #11694 from unknownbrackets/draw-bugs
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Vulkan: Limit stencil workaround to Adreno 5xx
2018-12-26 20:46:09 +01:00
Unknown W. Brackets
adeca2c3ba
GLES: Move some vendor bug checks to Draw.
2018-12-23 20:27:22 -08:00
Unknown W. Brackets
7ad6270623
GLES: Remove spurious semicolons in shaders.
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Were causing compile errors on some devices.
2018-12-23 20:21:17 -08:00
Unknown W. Brackets
01809f809f
GLES: Correct fragment precision check.
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Was breaking on Mali-4xx for example, because not defined.
2018-12-23 20:16:59 -08:00
Unknown W. Brackets
e46701dee6
GLES: Specify glsl version precisely in depal.
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Should prevent more of #11588 on vertex shaders, and may help Apple
devices some too.
2018-12-23 20:08:08 -08:00
Unknown W. Brackets
9a3de5cb1c
GPU: Move dual source blending bug check to Draw.
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This also allows the ini setting to avoid it on Intel.
2018-12-23 14:11:57 -08:00
Unknown W. Brackets
f8ce9b08ba
Vulkan: Limit stencil workaround to Adreno 5xx.
2018-12-23 14:11:57 -08:00
Unknown W. Brackets
1f594f3fb5
GPU: Track draw in shader manager.
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With device restore etc. everywhere.
2018-12-23 12:55:37 -08:00
Henrik Rydgård
683a4e0fb2
Merge pull request #11676 from unknownbrackets/gles-depth
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WIP - GLES: Download depth values via shader
2018-12-19 09:58:38 +01:00
Unknown W. Brackets
08d71cef50
GLES: Simplify depth download shader.
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Fixes it on Adreno, no need to do the constant math in the shader.
2018-12-18 21:47:21 -08:00
Henrik Rydgård
a73c569bf6
Add check for GL_FRAGMENT_PRECISION_HIGH for GLES in stencil code.
2018-12-18 14:30:05 +01:00
Henrik Rydgård
a2cc2b39ca
Additional raw string shaders
2018-12-18 10:42:29 +01:00
Henrik Rydgård
de4dec2a80
Use raw strings for more shaders
2018-12-18 10:37:45 +01:00