Commit Graph

84 Commits

Author SHA1 Message Date
Flyinghead 07958f08ae refactor xform matrix out of gles. use xform matrix in vulkan 2019-10-23 18:13:28 +02:00
Flyinghead 2f363a7355 Merge remote-tracking branch 'origin/fh/gl-scale-mat' into fh/vulkan
# Conflicts:
#	core/rend/TexCache.h
#	core/rend/gl4/gles.cpp
#	core/rend/gles/gles.cpp
#	core/rend/gles/gles.h
#	shell/apple/emulator-osx/reicast-osx.xcodeproj/project.pbxproj
2019-10-21 19:49:53 +02:00
Flyinghead 86818389ac move texture cache to a template class. vulkan: OSD on android
store texture in the cache map instead of the heap
make related functions member of the class (CollectCleanup, killtex ->
Clear)
refactor common OSD stuff into rend/osd
vulkan support for OSD
2019-10-21 16:39:16 +02:00
Flyinghead 6611e9bf5e gl: refactor wsi into their own class.Allow dynamic vk<->gl switch 2019-10-18 21:57:08 +02:00
Flyinghead 2bac2afe98 gles: fix depth issue when drawing quads on gles2
Fix Gunlord black screen on GLES 2
2019-10-12 13:48:41 +02:00
Flyinghead 8202ac420b pvr,rend: more refactoring out of gles. Change texture id to 64b 2019-10-04 13:33:08 +02:00
Flyinghead 24b973f763 rend: refactor texture cache and poly/triangle sorters out of gles 2019-10-04 12:22:18 +02:00
Flyinghead 537c2a4ed6 pvr: reset face and offset colors when not set in poly param
Fixes black ice in NHL 2K2 and black players in NHL 2K
Clean up
Don't build soft renderer
2019-09-21 22:53:09 +02:00
Flyinghead 8792c06adc gl4: use same depth direction as gles. Round scale_y value. 2019-09-17 13:35:23 +02:00
scribam 61382316c9 Use __ANDROID__ to handle specific Android code 2019-08-28 20:37:53 +02:00
Flyinghead 93e009bf1a gl: use matrices for ndc and viewport calculations
Support VO_STARTX and VO_STARTY for shifting displayed frame
Add glm to deps
Calculate NDC, scissoring and viewport matrices once
Reduce code duplication
2019-08-12 19:56:44 +02:00
Flyinghead 60ec054b59 support for VQ compressed paletted textures 2019-07-12 15:34:10 +02:00
Flyinghead dbbc1819e8 remove NACL 2019-07-07 22:56:23 +02:00
Flyinghead d9f2f9ae1d rend: define GLES2 and GLES3
GLES2 will only use GL ES 2.0 API functions, compile-time linked
GLES3 loads functions dynamically and supports both GL ES 2.0 and 3.0
2019-05-15 12:54:03 +02:00
Flyinghead 0dd555c5c8 Merge branch 'master' into fh/gles-dynload 2019-05-15 11:49:57 +02:00
Flyinghead 0445542ec2 gl: 90deg screen rotation option. Fix scissor/clip wrt scale/stretch
90deg CC screen rotation option for some arcade games
Fix scissoring and clipping when screen scaling/stretching/rotating
Clear shader cache when screen rotation changes
Properly delete all gl programs and shaders when needed
2019-04-09 15:18:48 +02:00
Flyinghead 47bb509f02 Add horizontal screen stretching option
fix scissor test when scaling/stretching
fix infiniloop when starting a game fails
2019-04-08 00:21:06 +02:00
Flyinghead 4b7e4f4677 custom textures: fix race conditions 2019-04-06 19:38:00 +02:00
Flyinghead 05df2f06e2 imgui: use glcache, don't save/restore state
gl4: backport shader map changes from gl renderer
2019-04-04 22:26:21 +02:00
Flyinghead 994d52e012 gl: put shaders in a map and set uniforms once for all before each frame 2019-04-04 19:08:21 +02:00
Flyinghead eadf3047c0 gles: no runtime load of libGLESv2 on non-android platforms 2019-04-03 20:24:28 +00:00
Flyinghead 1ef8caff88 include TCW in HD texture hash
Soul Calibur has textures sharing the same data but with different
formats
2019-03-26 21:14:39 +01:00
Flyinghead ee0161e9c4 build fix 2019-03-05 03:15:11 +01:00
Flyinghead e0de4210ac VJoy: decouple from emulator rendering. Use same code for gl and gl4 2019-03-02 14:20:05 +01:00
Flyinghead 41e4c805de OSX: support new input system. Use existing emulator thread.
Added new OSD notification feature, combined with FPS counter, moved to
GUI
OSX: don't create and manage a new emulator thread but use existing one
OSX: keyboard and mouse use new input system
2019-02-27 23:02:25 +01:00
Flyinghead 0f1630a1b7 Use proper VAOs for the per-pixel renderer 2019-02-20 19:22:24 +01:00
Flyinghead 3a847bf4da use GL_UNSIGNED_BYTE instead of GL_UNSIGNED_INT_8_8_8_8 2019-02-19 23:15:34 +01:00
Flyinghead 054b4662fd getting rid of `#ifdef GLES` to use the same code for all envs
Added latest GL 4.6 header files
2019-02-19 21:40:21 +01:00
Flyinghead a808a8f36f dynamically bind GLES functions
Compile with GLES 3.2 headers but no library
split gl_term into generic and platform-/loader-specific stuff
allow full desktop GL context creation with EGL
2019-02-19 17:21:50 +01:00
Flyinghead 9526fada5e Added RenderLastFrame() to Renderer interface
implement screen scaling for per-pixel renderer
fix output FBO not being freed/recreated when GL context is reset
refactor DrawQuad on per-pixel renderer
2019-02-19 11:36:59 +01:00
Flyinghead 810182c4fe Scale down native resolution setting 2019-02-19 00:49:24 +01:00
Flyinghead e2c839dde3 GLES: detect gl extensions and use packed depth/stencil buffer for RTT 2019-02-18 17:42:07 +01:00
Flyinghead 4c1acfeab1 android: native egl surface
fps counter using imgui
restart emulator with new game in same process
2019-02-18 00:25:06 +01:00
Flyinghead edba937b6f Save last rendered frame if gl driver doesn't preserve the swap buffers
Fixes flashing screen with nvidia shield when no frame is rendered
2019-02-14 12:40:17 +01:00
Flyinghead 3320669bd4 android: use new input system
support for gamepads and mice on android
2019-02-13 20:29:49 +01:00
Flyinghead 3f98c2ba3c Don't delete a texture when async load is pending 2018-12-30 19:19:27 +01:00
Flyinghead dd280ee24d Custom textures loading and dumping 2018-12-30 18:42:55 +01:00
Flyinghead 655d36a719 Convert vertex indices to u16 wih GLES2
GLES2 doesn't support 32-bit indexes so convert them to u16 when needed
2018-12-13 22:26:25 +01:00
Flyinghead 2ef90152c9 GL: add #if in shader for trilinear filtering 2018-11-23 22:33:51 +01:00
Flyinghead 6177a5b33a Clear texture cache on exit 2018-10-29 18:02:47 +01:00
Flyinghead 7203681202 Less code dup 2018-10-04 14:49:20 +02:00
Flyinghead 3a929aeeb1 Terminate A-buffers cleanly. Call renderer Term() at shutdown.
Less code dup.
2018-10-04 14:04:15 +02:00
Flyinghead 0260b00c00 Less code dup 2018-10-04 12:32:26 +02:00
Flyinghead 3f791d6f04 Merge OIT renderer into master 2018-10-04 10:29:23 +02:00
Flyinghead f202b3b143 Add new ExtraDepthScale setting to scale huge Z values.
Use 1e26 for Samurai Shodown 6 (NAOMI)
2018-09-04 18:37:59 +02:00
Flyinghead 96e9bce0e0 (Fog) Color clamping support 2018-09-01 12:56:37 +02:00
Flyinghead e59d7eaf3d Direct framebuffer writes support 2018-08-26 16:58:10 +02:00
Flyinghead c0c06ed8ff Renderer: select shader at runtime based on the GL context version
The GL renderer now detects the version of the current GL context and
compiles the shaders accordingly. Supports GLES2, GLES3 and desktop GL.
Android: use 8,8,8 framebuffer instead of 5,6,5. Requests a 8-bit
stencil buffer (modifier volumes)
2018-08-07 09:44:52 +02:00
Flyinghead 31d8c1f091 Backport texture upscaling with xBRZ 2018-08-01 19:43:01 +02:00
Flyinghead cc8569fcf8 Fix 8888 high-quality textures on GLES/arm
GLES doesn't support uint 8888 so bytes must be swapped on little endian
architecture.
2018-07-18 16:01:40 +02:00