Commit Graph

52 Commits

Author SHA1 Message Date
Henrik Rydgård
d99e4b6714 Quicker way to update the through projection matrix with the split framebuffer offset 2022-08-31 08:44:15 +02:00
Henrik Rydgård
7186fc2c17 Offset the draws properly. Now just some texel clamping left to fix 2022-08-31 01:40:53 +02:00
Henrik Rydgård
c158414858 Give the mip bias its own uniform flag. 2022-07-31 10:43:48 +02:00
Henrik Rydgård
d7aa3ee486 Fix the mip bias to take the texture depth and sampling offset into account. 2022-07-31 10:43:48 +02:00
Henrik Rydgård
f061eadc04 Initial implementation of 3D texturing through equal-size mips (see #6357)
Vulkan-only currently, though all the other backends except ES 2.0
without GL_OES_texture_3d can support it with some work.
2022-07-31 10:43:47 +02:00
Henrik Rydgård
3bf6b140c7 Don't forget to check for bufferedRendering before enabling screen rotation in the shader. 2021-10-31 13:35:13 +01:00
Unknown W. Brackets
b87451de92 GPU: Restore rotation handling in sw transform. 2021-10-30 18:22:53 -07:00
Unknown W. Brackets
24011c3754 GPU: Correct depth handling for guardband.
This culls based on pre-viewport Z and avoids culling based on the clip
range at negative Z.
2021-10-12 20:34:41 -07:00
Unknown W. Brackets
f32f89dd90 Global: Remove some unused variables. 2021-02-15 11:59:45 -08:00
Henrik Rydgård
f3ebd6553d Turn off vertex range culling in bezier/spline calls.
When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.

Fixes #11692
2020-12-13 16:04:16 +01:00
Henrik Rydgård
6310af25fa Get shader color write masking going on all backends. 2020-11-08 23:45:47 +01:00
Henrik Rydgård
b7edf75437 Move Display.cpp/h to Common. 2020-10-04 11:42:16 +02:00
Henrik Rydgård
9e41fafd0d Move math and some file and data conversion files out from native to Common.
Buildfixing

Move some file util files

Buildfix

Move KeyMap.cpp/h to Core where they belong better.

libretro buildfix attempt

Move ini_file

More buildfixes
2020-10-04 09:12:46 +02:00
Henrik Rydgård
ff248ff94f Fix #13251 for D3D11. The remaining issue in #7124 should be fixed. 2020-08-06 09:35:26 +02:00
Henrik Rydgård
eadd3c5785 Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
Required fixing a bug in ShaderUniforms.cpp (used by D3D11 and Vulkan,
the two backends that previously exposed LARGE_VIEWPORTS).
2020-08-05 19:03:08 +02:00
Henrik Rydgård
d57edfbdac Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency 2020-08-03 23:17:22 +02:00
Unknown W. Brackets
c42fb72419 GPU: Update uniforms w/ consistent render mode too. 2020-04-04 11:03:07 -07:00
Henrik Rydgård
767b1e45b2 Fix the build - there's a Vec3 name collision, fixed it using a namespace. 2019-10-22 22:58:10 +02:00
Henrik Rydgård
70ec327b40 Vulkan: Slim down and rename the Mali hack. 2019-09-09 00:43:31 +02:00
Henrik Rydgård
f76adfd760 Vulkan ARM mali Z hack: Modify the matrix instead of the shader. 2019-09-09 00:09:57 +02:00
Henrik Rydgård
f316a65905 Revert "Temporary commit to get CalcCullRange logging into a buildbot build"
This reverts commit 786914690d.
2019-03-13 11:39:08 +01:00
Henrik Rydgård
786914690d Temporary commit to get CalcCullRange logging into a buildbot build 2019-03-13 11:37:52 +01:00
Unknown W. Brackets
d7f2167898 GLES: Correct cull range offset in unbuffered. 2019-03-02 10:58:28 -08:00
Unknown W. Brackets
357e0316a0 GPU: Handle cull range properly drawing at offset.
Did the transformation backwards.
2019-03-02 10:48:01 -08:00
Unknown W. Brackets
b955ec70c9 GPU: Correct depth clamp range in range cull.
It was just wrong before, causing wrong culling when using a non-standard
viewport scale/center for depth.

Fixes #11701, fixes #11781.
2019-02-10 09:58:01 -08:00