Commit Graph

123 Commits

Author SHA1 Message Date
Unknown W. Brackets
0474ff5c23 GLES: Use aligned memory for textures.
We use SSE on them, and they used to be aligned, and must be aligned in
PSP RAM, so keep them aligned.

This only really affects 32-bit, since allocs will typically be aligned on
64-bit anyway.

Fixes #10601.
2018-02-11 08:13:57 -08:00
Henrik Rydgård
3c93eaf164 GL: Fix clearing alpha on stencil uploads. 2018-02-10 17:18:18 +01:00
Henrik Rydgård
625595c6cc For some reason we use DrawActiveTexture in the GL stencil stuff, don't want to disable stencil unconditionally.. 2018-02-08 16:59:03 +01:00
Henrik Rydgård
86cfc411a4 Remove the confusing "DisableState" across the codebase 2018-02-08 16:27:36 +01:00
Henrik Rydgård
b9081dd624 GL: Set a plain render state in DrawActiveTexture, without relying on the caller having called DisableState 2018-02-08 16:21:34 +01:00
Henrik Rydgård
b9b41f52c5 Add a simple spinner to the game load screen to not look frozen. 2018-02-08 12:03:29 +01:00
Henrik Rydgård
ce16547854 GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583 2018-02-07 19:49:58 +01:00
Henrik Rydgård
982a1710ae gl-render-manager: Fix postprocessing shaders. Fixes #10566. Live switching is broken though for some reason. 2018-01-31 17:23:24 +01:00
Unknown W. Brackets
38161f3c69 GLES: Use linear for high-res FBO tex copies. 2018-01-27 15:10:17 +01:00
Unknown W. Brackets
f6260c75c9 GLES: Reset blend state on clear.
Because now that resets blending parameters.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
4f1b8d80a9 GLES: Bind texture on MakePixelTexture().
This is currently necessary because callers expect it.  Also, move inside
render passes.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
af6431986d OpenGL: Now run GL on a secondary thread. Sync issues remain. 2018-01-27 15:10:17 +01:00
Henrik Rydgård
d0038775e5 TODOs and indentations 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
Henrik Rydgård
542f9f9ef1 Assorted cleanup 2018-01-27 15:10:17 +01:00
Henrik Rydgård
63b9140ebf Rip out async readbacks from FramebufferManagerGLES. They should be implemented in GLQueueRunner, differently. 2018-01-27 15:10:17 +01:00
Henrik Rydgård
958078f603 GL render manager: Merge BindInputLayout into BindVertexBuffer. 2018-01-27 15:10:17 +01:00
Henrik Rydgård
84ad7a2dba Fix bug, works on Android now. Don't reuse textures. 2018-01-27 15:10:17 +01:00
Henrik Rydgård
f99fa02ba7 Run the depal stuff, seems a bit broken. Add some state filtering. 2018-01-27 15:10:17 +01:00
Henrik Rydgård
8a1e7347b9 GL render manager: Various fixes and cleanup including a buffered rendering fix, rect primitive fix 2018-01-27 15:10:17 +01:00
Henrik Rydgård
7e3e652963 Fix more gl-render-manager problems 2018-01-27 15:10:17 +01:00
Henrik Rydgård
51f467a7b3 Kill off the GL state cache 2018-01-27 15:10:17 +01:00
Henrik Rydgård
f3282dcfda Delete the gl name cache (might resurrect it on the GLQueueRunner side if needed later). Other cleanup and fixes. 2018-01-27 15:10:17 +01:00
Henrik Rydgård
46e1fbb788 Initial texture work. Bugfix indexed drawing 2018-01-27 15:10:17 +01:00
Henrik Rydgård
bd6818198a More GLRenderManager 2018-01-27 15:10:17 +01:00