Commit Graph

223 Commits

Author SHA1 Message Date
Unknown W. Brackets
6877ff1af2 softgpu: Fix state/continuation for imm prims. 2022-09-18 06:16:26 -07:00
Unknown W. Brackets
f740fcdbe7 GPU: Minor cleanup of unnecessary virtual. 2022-09-18 06:16:25 -07:00
Unknown W. Brackets
f274267143 GPU: Allow usage of texturing in immediate verts.
And respect the other flags that I can reproduce working in a test.
I can't seem to get the fog to work at all, or the shading mode, or the
secondary color.  Maybe depends on other flags or bits in other regs...
2022-09-06 22:20:45 -07:00
Unknown W. Brackets
ceb2af369c GPU: Handle immediate prims more accurately.
This allows for lines, points, textures, and similar things.  Also
corrects offset handling.  Still some flags on VAP that seemingly don't
work, and this doesn't consider the texture flag on it.
2022-09-06 22:20:45 -07:00
Unknown W. Brackets
c581a83896 GPU: Centralize SetDisplayFramebuffer(). 2022-08-23 19:29:06 -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
9f2447c0b4 Assorted minor cleanup 2022-08-16 10:55:44 +02:00
Unknown W. Brackets
20c2ec1392 GPU: Skip alpha stencil upload when safe.
Otherwise, let's not do things that give different behavior at 1x or are
inconsistent.
2022-08-06 21:12:59 -07:00
Henrik Rydgård
751afde7c9 Echochrome lines: Remove UV offsets, avoid reading the destination (much better codegen) 2022-06-11 11:22:29 +02:00
Henrik Rydgård
1bbaba4103 Fix some NEON code that had bad compile-time checks (and some didn't compile) 2022-04-15 00:54:44 +02:00
Unknown W. Brackets
be8c74cabe softgpu: Avoid flush on END.
We only, but always, flush when exiting list interp in FinishDeferred.
It's not necessary at END, and hurts for simple signals that don't stop
list processing.
2022-01-31 19:32:46 -08:00
Henrik Rydgård
6d31562ea7 GPUCommon: Remove misleading flag FLUSHBEFORE.
Fixes the new problem in #13967

Though of course doesn't fix the vertical lines.
2022-01-31 23:57:56 +01:00
Unknown W. Brackets
76f9103e97 softgpu: Add a table and initial dirty flags.
Not actually using the dirty flags to skip state, but have moved to
Execute_* functions and everything else like other graphics backends.
2022-01-23 08:08:40 -08:00
Unknown W. Brackets
eb95b99523 GE Debugger: Add option to auto flush.
This makes it easier to see what's happening in each draw.
2022-01-22 13:12:59 -08:00
Unknown W. Brackets
9fc94a3494 GPU: Skip cull for lines and points.
These already always go through software transform, so make sure we handle
them consistently.  We'll eventually convert to triangles.
2021-10-31 10:54:50 -07:00
Unknown W. Brackets
7edfdd2cdd GPU: Rename pos/uv w for clarity. 2021-10-30 21:04:00 -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
13ec384dbe Build: Explicitly include ppsspp_config.h.
This adds it to all files that use it.  Not all our builds include the
file.
2021-03-02 21:04:03 -08:00
Unknown W. Brackets
e85a8b0f5b Global: Cleanup class init order warnings. 2021-02-15 11:59:45 -08:00
Henrik Rydgård
d9ee06a60d Reorganize the DeviceLost code a little. FramebufferManagerCommon now sees it. 2020-11-07 10:51:54 +01:00
Henrik Rydgård
ff8148dd92 Move native/util, native/data and native/i18 to Common/Data.
Also move colorutil.cpp/h

linking build fix experiment

Delete a bunch of unused CMakeLists.txt files

CMakeLists.txt linking fix

Don't include NativeApp.h from any headers.

Android.mk buildfix

Half of the UWP fix

Buildfix

Minor project file cleanup

Buildfixes

Guess what? More buildfixes!
2020-10-04 07:28:29 +02:00
Henrik Rydgård
3093b9c7bf Share GPUS stats formatting code between the backends (easier to add new stats) 2020-09-20 22:09:25 +02:00
Henrik Rydgård
6560192d8e Support full VSync control in SDL OpenGL.
(Not yet Qt).

Forgot about iOS

SDL headless buildfix

Additional iOS buildfix
2020-07-19 12:07:16 +02:00
Henrik Rydgård
f9cef5b6b2 Partly clean up SDL resize code, should help #11974 2020-06-24 01:06:01 +02:00
Unknown W. Brackets
22e46b51c2 GPU: Centralize DestroyAllFBOs().
This cleans up the postshader update code.
2020-05-13 18:15:04 -07:00