Unknown W. Brackets
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09dc38080a
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softgpu: Move draw pixel code to separate file.
This separates things better anyway. No major perf impact.
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2021-11-21 08:23:32 -08:00 |
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Unknown W. Brackets
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3304814fd6
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GPU: Minor cleanup duplicate header/conditions.
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2021-05-08 09:12:22 -07:00 |
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Unknown W. Brackets
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de46b0998a
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GPU: Correctly initialize HW tessellation support.
Oops, shouldn't call a virtual in a constructor.
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2021-05-08 09:10:23 -07:00 |
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Unknown W. Brackets
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8a8328c431
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Common: Move ColorConv to a more appropriate place.
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2021-05-01 11:20:05 -07:00 |
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Unknown W. Brackets
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ee749804fc
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Debugger: Note GPU block transfer src as well.
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2021-04-03 18:11:44 -07:00 |
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Unknown W. Brackets
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f7740edc6d
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Debugger: Add more metadata for memory usage.
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2021-02-15 15:01:21 -08:00 |
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Henrik Rydgård
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3f01cbb98c
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Initialize/Deinitialize the shader translation system once globally.
Fixes #13839.
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2021-01-04 23:51:34 +01:00 |
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Unknown W. Brackets
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ed65bc2327
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SoftGPU: Allow rendering with no backend at all.
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2021-01-02 09:25:41 -08:00 |
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Unknown W. Brackets
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6a2b3f8f78
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SoftGPU: Update PPGe draw context.
Oops, this was missing.
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2021-01-02 09:23:25 -08:00 |
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Henrik Rydgård
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32c9728c0c
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Some cleanups in GL feature and shader language detection.
Gets rid of many wrong or bad checks for IsCoreContext.
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2020-12-14 19:46:11 +01:00 |
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Henrik Rydgård
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766dbc5a9f
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Move ShaderTranslation.cpp/h to Common/GPU.
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2020-11-09 11:18:43 +01:00 |
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Henrik Rydgård
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03e8eac6ef
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Merge the two ShaderLanguage enums.
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2020-11-04 09:40:11 +01:00 |
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Henrik Rydgård
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b7d674411e
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Test parsing of generated OpenGL shaders too (by using glslang).
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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0e3a84b4a8
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Move most GPU things to Common.
It works after the move, on Windows and Android at least.
Deletes the D3DX9 shader compiler loader, which was not used.
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2020-10-04 23:39:02 +02:00 |
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Henrik Rydgård
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b7edf75437
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Move Display.cpp/h to Common.
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2020-10-04 11:42:16 +02:00 |
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Henrik Rydgård
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821817e6d4
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Move the profiler to Common
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2020-10-04 11:42:16 +02:00 |
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Henrik Rydgård
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defa8aa480
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DarkStalkers: Handle the "normal" screen stretch too, not just "wide", to avoid a surprising performance drop.
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2020-05-24 16:53:44 +02:00 |
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Henrik Rydgård
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fabe987c8f
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Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
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2020-05-21 11:24:05 +02:00 |
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Unknown W. Brackets
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b79ecc159f
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GPU: Update postshader uniforms for each.
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2020-05-16 12:04:36 -07:00 |
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Henrik Rydgård
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864d138cd9
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Fix DarkStalkers after the just-merged refactoring.
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2020-05-14 23:28:37 +02:00 |
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Unknown W. Brackets
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7024a2877d
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GPU: Take A off RGB565 conversion funcs.
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2020-05-13 18:17:58 -07:00 |
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Unknown W. Brackets
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03e3a935da
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GPU: Cleanup presentation flipping a bit.
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2020-05-13 18:11:25 -07:00 |
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Unknown W. Brackets
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a41fbb9225
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softgpu: Fix postshader on 5551.
This also fixes rendering on Windows 7 Direct3D 11.
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2020-05-13 18:10:09 -07:00 |
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Unknown W. Brackets
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762b656ea2
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GPU: Use a texture directly for MakePixelTexture.
This makes it easier to do things with it.
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2020-05-13 18:10:09 -07:00 |
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Unknown W. Brackets
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2653e50200
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softgpu: Avoid RB swizzle when using a postshader.
So that it can post-process correctly.
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2020-05-13 18:10:09 -07:00 |
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