Flyinghead
205f2690d6
gl4: delete fog & palette textures when terminating
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fixes fullscreen toggle screen corruption
2021-07-07 10:54:10 +02:00
flyinghead
ef506d49aa
libretro: pvr2 postprocessing filter
2021-07-06 21:37:47 +02:00
flyinghead
c205a888a9
options: anisotropic filtering, oit pixel buffer size, fast gdrom load
2021-07-06 16:19:12 +02:00
Flyinghead
7dbd79750c
WIP libretro core update
2021-07-05 19:44:08 +02:00
flyinghead
5359e9a09d
allow gpu-handled palette textures to be replaced by custom version
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Issue #219
Fix incorrect texture size calculation for VQ textures.
Reorder BaseTextureCacheData fields to have hottest on top
2021-04-17 18:40:58 +02:00
Flyinghead
24d172bd51
gl: use async PBO to copy texture back to vram
2021-04-08 10:33:14 +02:00
Flyinghead
9e9aa5b4d9
gl: proper vao use. define palette uniforms only when needed
2021-03-28 20:08:02 +02:00
Flyinghead
1abfa19636
set rendering resolution in discrete steps instead of scaling
2021-03-21 18:03:22 +01:00
scribam
d715836c40
clang-tidy: run modernize-use-override
2021-03-13 17:28:32 +01:00
Flyinghead
c3a95594f9
New option system
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Fix per-game settings (Issue #115 )
Automatic load/save state (Issue #173 )
Reload Naomi/AW BIOS after per-game settings are loaded to allow
per-game BIOS region. (Issue #96 )
Restrict Soul Reaver widescreen cheat to the EU version (Issue #188 )
Disable UI elements for overridden settings
Clean up/simplify legacy Naomi ROM loading
2021-03-01 10:13:40 +01:00
flyinghead
f3b86f6c14
gl: TextureCache -> GlTextureCache
2021-01-15 10:14:24 +01:00
Flyinghead
a859effa04
build fix
2020-12-27 09:10:19 +01:00
Flyinghead
a0b099df7c
gl: when loading custom textures, don't delete regular textures until after the current frame
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regular textures might be referenced by the current frame and deleting them cause gl errors
Issue #144
2020-12-27 08:58:48 +01:00
Flyinghead
a7a70f9900
gl: don't present a frame if no previous render
2020-12-16 17:25:33 +01:00
Flyinghead
c03cf8eb45
rend: multi-render, delay swap, refactor main ui loop
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move ui loop out of hw/pvr
vk: implement multi-rendering, delay swap. Load fb before render pass
fps counter now counts frames, not renders
vk: force ignoreTexAlpha for 565 texture in case the supporting texture
has an alpha channel (RTT). Fixes Alone in the Dark cinematic scenes.
pvr: better detection of frame swapping (FB_R_SOF/FB_W_SOF)
pvr: synchronous rendering now always waits for render in progress
(speed measurement not reliable, render skipped when multi-rendering)
vk: limit swap chain size to 2
2020-12-15 15:09:42 +01:00
Flyinghead
7744e1a262
vk: use-after-free if inFlight texture is deleted or cache cleared
2020-11-24 18:01:09 +01:00
Flyinghead
125c1ff37d
gles: use int for palette_index uniform to avoid precision issues
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Issue #104
2020-07-31 12:16:10 +02:00
Flyinghead
7449230af8
handle some palette textures on the GPU
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get rid of PixerPacker templates
no need for GLSL precision qualifier in GL4
2020-07-08 18:17:15 +02:00
Flyinghead
fec79624df
gl/gl4: simplify clipping. share code with vulkan
2020-05-11 16:11:31 +02:00
scribam
a155282fd0
Cleanup compiler warnings (mostly sign-compare)
2020-03-30 23:00:43 +02:00
scribam
4bf6802855
Cleanup include headers
2020-03-29 14:26:21 +02:00
Flyinghead
5894992f70
android: don't use storage for default buttons.png
2020-03-24 23:31:34 +01:00
Flyinghead
03f096384b
generate mipmaps for custom textures when needed
2020-03-09 22:49:05 +01:00
Flyinghead
99f04ec753
nuke softrend
2020-02-26 23:41:05 +01:00
Flyinghead
9826afa063
upload all texture mipmap levels to gpu
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implemented for gl/gl4/vulkan/oit
don't auto-generate mipmaps in vulkan
simpler/smaller detwiddle table
use std::lock_guard with cMutex
2020-02-07 16:55:32 +01:00
Flyinghead
f7655091b0
gl4: only use per-pixel sorting when needed
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if not using autosort, there's no need to use per-pixel sorting
fixes issues with Psyvariar2 and HeadHunter
2020-01-05 20:44:39 +01:00
Flyinghead
78eb1829d8
gles2: calculate fog depth in vertex shader in case highp not supported
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Mali-400/450 don't support highp floats in the fragment shader. This
causes overflows when computing fog density in some game scenes. To work
around that, calculate fog density in vertex shader and use
interpolation.
vulkan,gl: Get rid of extra_depth_scale in fragment shader by
integrating it in fog density
2019-11-14 22:10:40 +01:00
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
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# 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
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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
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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
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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
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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
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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
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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
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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
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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
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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