Henrik Rydgård
737688a22a
Annotate calls to RebindFramebuffer with their cause.
2020-06-02 09:51:38 +02:00
Henrik Rydgård
fabe987c8f
Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
2020-05-21 11:24:05 +02:00
Unknown W. Brackets
5009698cc0
Core: Use a shared_ptr for i18n categories.
...
This does not make them thread safe, but it reduces the chances of a crash
a bit (see #12594.)
2020-02-09 07:35:16 -08:00
Henrik Rydgård
46447c9e90
Correct the wrong GL DataFormat enums
2019-10-24 23:01:45 +02:00
Henrik Rydgård
8c2e318416
OpenGL dataformat cleanup - pass Draw::DataFormat to the GLRenderManager.
...
Avoids triple GLenum all over the place, and also clearly shows that the
mapping is wrong.
2019-10-24 22:41:41 +02:00
Unknown W. Brackets
adeca2c3ba
GLES: Move some vendor bug checks to Draw.
2018-12-23 20:27:22 -08:00
Unknown W. Brackets
d9510f8824
D3D11: Allow shader blend to self.
...
It was forcing from black before. See #9616 .
2018-11-24 10:19:28 -08:00
Henrik Rydgård
842290b6dd
Workaround for bad int behaviour on Adreno / GLES. (no problems in
...
Vulkan).
See #11480 , should help #11479 .
2018-10-20 13:22:14 +02:00
Unknown W. Brackets
97773d3dd5
TexCache: Fix texture alignment in GLES.
...
We must align to 4 bytes, and we aren't always aligned to 16 anymore, so
we must check when dealing with swizzle.
2018-09-08 19:00:30 -07:00
Unknown W. Brackets
70318fda37
GLES: Enable shader depal with Vulkan fixes.
2018-08-12 19:49:08 -07:00
Unknown W. Brackets
78dc07e7a3
Headless: Fix graphics tests for Vulkan/Direct3D.
...
Otherwise we hang because there's no thread to ever end.
2018-07-29 11:26:04 -07:00
Henrik Rydgård
42f4d7b40f
OpenGL: Fix bug where we could end up calling glUniformMatrix without a bound program. Found by GL debug callback on NV.
...
This adds a bit of extra checking that's only enabled in _DEBUG builds.
2018-07-28 11:09:01 +02:00
Unknown W. Brackets
ccef997a7a
GE Debugger: Fix asserts when reading debug tex.
...
This is unfortunate, but right now BuildTexture() applies the sampling
settings which happen within a render pass. So we must have a render
pass.
2018-06-11 14:56:25 -07:00
Unknown W. Brackets
8d07e6d985
GPU: Prevent temp FBOs from overwriting each other.
...
Sometimes we'd use two temp FBOs in the same draw (e.g. shader blending +
depal.) This could cause the same temp FBO to get used for two purposes,
causing weird behavior.
2018-05-06 08:57:44 -07:00
Henrik Rydgård
698bd75209
Fix regression caused by the new depal code for Vulkan. Fixes #10993
2018-05-04 22:24:11 +02:00
Unknown W. Brackets
3eb0450998
Depal: Reapply texture when bounds change.
...
Since we need each slice of the texture when we use bounds to reduce the
size. Fixes #10951 .
2018-04-22 10:43:46 -07:00
Henrik Rydgård
fb7a63bd11
Implement shader depal for GL as well, but disabled by default.
2018-04-13 20:00:14 +02:00
Henrik Rydgård
117dad8a48
Just add some constants for the GL texture slots.
2018-04-13 09:11:08 +02:00
Henrik Rydgård
398d375568
Fix issue in TextureCacheGLES::DeviceRestore
2018-04-05 20:17:30 +02:00
Henrik Rydgård
1d6263d5eb
More GL shutdown fixes. Partially fixes #10868
2018-04-05 12:28:59 +02:00
Henrik Rydgård
01d81ffa72
OpenGL: Fix texture wrapping of render targets.
2018-03-28 11:23:41 +02:00
Henrik Rydgård
f967e206b8
Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
...
Also this is good for terminology, no more confusion with the texture
replacement facility :)
2018-03-25 10:50:37 +02:00
Henrik Rydgård
28e202a089
Buildfix, oops
2018-02-28 19:15:29 +01:00
Henrik Rydgård
83c82a5ebd
GL: Fix depal issue where we forgot to set vp/scissor properly. Update some asserts.
2018-02-28 18:45:14 +01:00
Unknown W. Brackets
506dfcb916
GLES: Fix texture scaling.
...
Oops, and I had broken it again.
2018-02-22 19:58:52 -08:00