Commit Graph

1625 Commits

Author SHA1 Message Date
iota97
804b673d8e Vulkan: Correct secondary texture binding in Draw. 2020-06-12 12:40:53 -07:00
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201d2782b4 Draw: Allow 2 textures bound in Vulkan.
Not working properly though...
2020-06-12 12:35:37 -07:00
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21ac3ca7a4 Draw: Fix textures and samplers at an offset. 2020-06-12 12:35:37 -07:00
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64435e56b1 Draw: Use uniform locs for GLES, add samplers.
So that we can initialize and bind samplers.
2020-06-12 12:35:36 -07:00
Henrik Rydgård
737688a22a Annotate calls to RebindFramebuffer with their cause. 2020-06-02 09:51:38 +02:00
Henrik Rydgård
d141e0cf84 Merge pull request #12989 from hrydgard/display-layout-inset-fixes
Display layout editor inset fix/workaround
2020-06-02 00:27:45 +02:00
Henrik Rydgård
34a2713c3f Have DisplayLayoutScreen implemented insets manually. Gave up refactoring it. 2020-05-31 23:23:13 +02:00
Henrik Rydgård
8e7d2109fe VulkanQueueRunner: Fix some uninitialized struct members (not sure if it has any effect) 2020-05-31 19:35:19 +02:00
Henrik Rydgård
774bea4f33 Merge pull request #12977 from unknownbrackets/travis
Make UWP build again and build on Travis
2020-05-26 23:05:03 +02:00
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40a0525aea Vulkan: Ensure depth/stencil load match on Mali. 2020-05-25 12:14:03 -07:00
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c90c29df32 Vulkan: Trivially kill more empty steps.
Just in case we have a DONT_CARE step.
2020-05-25 12:04:18 -07:00
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f232352457 UWP: Include TextDrawer in main MSVC project. 2020-05-25 09:44:05 -07:00
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c46015e237 UWP: Fix TextDrawer with latest changes. 2020-05-25 09:44:05 -07:00
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24c844445e GPU: Don't allow step id to decrease at a sync.
This might've caused us to miss necessary dynamic state dirtying in games,
but only in fairly specific cases.  But it happens a lot when stepping via
the GE debugger.
2020-05-24 22:39:29 -07:00
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c8f8d55118 Vulkan: Correct viewport flag reset on rebind.
Can't break since we're checking two separate flags.
2020-05-24 21:36:23 -07:00
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356468fe83 GLES: Use debug groups for render steps. 2020-05-24 20:50:17 -07:00
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00656a2d8d GLES: Avoid duplicate state resets.
Between render passes, we don't need to re-disable stencil test each time.
Only when it changes.  This makes render logs clearer.
2020-05-24 20:50:17 -07:00
Unknown W. Brackets
8fa84fd717 Merge pull request #12968 from hrydgard/dirty-from-drawengine
Dirty state from each DrawEngine
2020-05-24 15:35:05 -04:00
Henrik Rydgård
370678c498 Do a similar thing for D3D (let the backend handle the dirtying). 2020-05-24 20:57:59 +02:00
Henrik Rydgård
bebf649705 OpenGL/Vulkan: Rework the contract around dynamic state. Removes some ugly dirtying from the GL render manager. 2020-05-24 20:27:58 +02:00
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544576e6c2 UI: Lock around removal from dispatch queue. 2020-05-24 10:57:32 -07:00
Henrik Rydgård
bef078a3bd GLRenderManager: Removes some redundant dirtying. Preserves blend state (color mask) across clears. 2020-05-24 19:18:04 +02:00
Henrik Rydgård
23bdc40715 Merge pull request #12942 from unknownbrackets/vulkan-debug
When debugging, expose pass tags to RenderDoc
2020-05-22 09:28:09 +02:00
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49abe9ed6c Io: Open sce_lbn references and whole ISO faster. 2020-05-21 18:58:24 -07:00
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2dbb7a598d Vulkan: Label render passes in RenderDoc/etc. 2020-05-21 08:55:36 -07:00