Commit Graph

269 Commits

Author SHA1 Message Date
Flyinghead 083a1c85a8 gl: shader compile error on shield tablet
Don't use GL_NV_shader_noperspective_interpolation since it's not really
needed (and wasn't enabled)

Issue #510
2022-02-14 18:54:27 +01:00
Flyinghead 8f01ef90cf gl,dx9,dx11: only render frame when Renderer::present() has been called
Issue #511
2022-02-14 18:38:58 +01:00
Flyinghead d86305a7c3 android: on-screen gamepad not editable in Open GL
Swap wasn't called during editing
Issue #464
2021-12-26 16:03:19 +01:00
Flyinghead e02afb34d1 dx11: wrong shadow scale factor. vk: object leak. Code duplication
dx11: shadow scale factor inverted in per-pixel
vulkan: clear deleted overlay images when terminating
Use color struct for FOG_COL_VERT, FOG_COL_RAM, FOG_CLAMP_MIN,
FOG_CLAMP_MAX and VO_BORDER_COL. Avoid code duplication in renderers.
2021-12-17 13:40:42 +01:00
flyinghead 99195c3f4c dx11: set clip planes on X and Y. rend: Force palette update at init
dx11: Set clip planes at X -1/1 and Y -1/1 to avoid rasterizer errors.
Fixes Daytona Mermaid lake depth issues
dx11: fix texture wrap around at UV 1 with nearest filtering
dx9: inside clipping
all renderers: force full palette update at init
2021-12-01 14:54:03 +01:00
flyinghead f91847dad0 DX11 renderer WIP 2021-11-26 18:08:41 +01:00
Flyinghead ac5abd96bb ui: imgui driver, GraphicsContext interface, dx9 swap interval
Refactor imgui backend code into imgui drivers for gl, vk, dx9
Generic GraphicsContext interface for gl/vk/dx9 contexts
Simplify graphics api switching code
dx9, gl(sdl): set swap interval based on monitor refresh rate.
2021-11-10 20:35:30 +01:00
Flyinghead a04fd06e38 gl: iOS doesn't like smooth. More precision needed for vertex colors 2021-11-09 10:38:41 +01:00
Flyinghead 99ee526ac5 gles3 doesn't support noperspective. vk needs higher prec for color/uv/z
noperspective not supported in gles 3. Use smooth instead
Vulkan now needs higher precision for colors, UV and z (adreno 630)
2021-11-08 16:53:47 +01:00
Flyinghead 06ef0e5fdc vk,gl: use w=1 in shaders. Fix translucent modvols
Use w=1 to avoid multiply/divide of xy as in dx9
Disable rendering when video output disabled
Use original w value in pixel struct to avoid precision loss (samsptk)
vk oit: missing memory barrier was producing Tr modvol glitches (JSR)
gl oit: Tr modvol needs full vertex shader
2021-11-07 18:21:44 +01:00
Flyinghead 7fe2ab720f refactor screen_width/height 2021-09-27 20:29:23 +02:00
Flyinghead 18cecc8d38 gl,vk: use VO_BORDER_COL for clear color 2021-09-27 13:39:08 +02:00
Flyinghead e02ccbf32a gl: update fog and texture palette in Process() 2021-09-03 11:12:47 +02:00
Flyinghead e3e3229612 iOS: multiple controller/rumble support. GL: fix black screen after RTT
iOS:
* multiple controllers support. Rumble support.
* fix audio recording
* declare CHD/GDI/CUE/CDI content types
* start game when opening file URL
* Use safe area for UI and virtual gamepad
* Better icons
2021-08-23 14:02:12 +02:00
Flyinghead 12f302d356 iOS: uv need high precision in fragment shader. cmake build. virtual joystick. AltKit integration 2021-08-10 11:32:22 +02:00
Flyinghead 77e7c25e9c iOS support. Work in progress 2021-08-06 10:30:30 +02:00
Flyinghead 2dd7717128 glGetString(GL_EXTENSIONS) may return null in core contexts
xcode project missing update
2021-08-03 09:49:20 +02:00
Flyinghead 7561ce753a unwind info for arm64. use static c++ lib for android
include oboe static libs
get rid of old regalloc
2021-07-29 17:46:46 +02:00
Flyinghead de060d66ab don't save flash if no game started. libretro: fix notifications
compilation warnings, non-functional changes
2021-07-20 19:21:11 +02:00
Flyinghead 117f47e3a2 rend: shader builder utility 2021-07-19 12:49:47 +02:00
Flyinghead af76a09e03 gl: repeat % operator for printf. remove Switch special case 2021-07-18 18:15:35 +02:00
Flyinghead 9e5769912b gl: workaround nouveau bug (oit). Use float palette coords for switch
Don't switch render type before terminating current one.
2021-07-17 15:53:47 +02:00
Flyinghead a2efde1103 libretro: more switch fixes
combine all static libraries into one
save/restore gl state in !threaded mode
patch libchdr
build fixes
2021-07-13 18:51:40 +02:00
Flyinghead 97991fd8fc gl: delete libretro vmu and crosshair textures when terminating 2021-07-11 20:43:04 +02:00
Flyinghead 345dab9633 libretro: fix nvidia palette issue. request 3.2 to get a core gl ctx 2021-07-09 13:10:30 +02:00
Flyinghead 5c952021b7 libretro: vmu and crosshair display. lightgun fixes 2021-07-08 20:09:09 +02:00
Flyinghead 205f2690d6 gl4: delete fog & palette textures when terminating
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 a3b66aec1f libretro: win32 support. build fix. 2021-07-06 13:22:54 +02:00
Flyinghead 7dbd79750c WIP libretro core update 2021-07-05 19:44:08 +02:00
flyinghead 7ed68952ba Merge remote-tracking branch 'origin/master' into fh/directx
# Conflicts:
#	core/deps/patches/SDL.patch
#	core/hw/maple/maple_devs.cpp
#	core/rend/gl4/gles.cpp
#	core/rend/gles/gles.cpp
#	core/rend/gui.cpp
#	core/rend/gui.h
#	shell/apple/emulator-osx/reicast-osx.xcodeproj/project.pbxproj
2021-05-26 22:38:48 +02:00
Flyinghead 9f60c5e854 rend: PT alpha must be set before shading
Fixes Langrisser Millennium intro fmv and title/main screen. Issue #249
vk oit: use depth buffer like gl oit
2021-05-25 14:15:37 +02:00
Flyinghead fb38b224f4 rend: get rid of RenderToTextureUpscale option. Use RenderResolution 2021-05-10 20:07:23 +02:00
Flyinghead affc9f262c gl: update palette on context [re]init
backport from fh/directx
fixes black textures in SoulCalibur when switching back to app (android)
2021-05-03 09:57:45 +02:00
Flyinghead d20fc971c9 android: display cutouts support. render last frame when editing vjoy
render in display cutouts
gl/vk: render last frame when editing virtual gamepad
gl: Fix background handling
gui: reset vmus when stopping game
2021-05-02 11:31:44 +02:00
Flyinghead 150cfa29e7 Merge remote-tracking branch 'origin/master' into fh/directx 2021-04-29 19:06:38 +02:00
Flyinghead 805dac3039 Resize renderer after [re]init
Fixes crash on Android when app is brought back to the foreground
Issue #228
2021-04-22 10:59:40 +02:00
flyinghead c889bfa6d4 dx9: copy to vram. clipping. fix depth/stencil size. better reset
Coordinate device reset with dxcontext. Keep compiled shaders.
Don't use automatic depth/stencil on backbuffer. Manually handle it.
Implement scissoring/clipping
multipass translucent depth
Render-to-texture copy to vram
2021-04-15 15:17:32 +02:00
flyinghead f107d380b9 WIP directx9 renderer 2021-04-12 22:49:04 +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
Flyinghead c3a95594f9 New option system
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 a0b099df7c gl: when loading custom textures, don't delete regular textures until after the current frame
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 bb5b5d4512 only switch vulkan/opengl when needed 2020-12-15 20:16:35 +01:00
Flyinghead c03cf8eb45 rend: multi-render, delay swap, refactor main ui loop
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 47f262a2c6 vk: use normal pipeline for raw fb display
raw fb also needs to be rotated/scaled
oit: draw opaque polys on first frame
2020-11-19 22:29:06 +01:00
Flyinghead 953200b87b gl: Use 32x32 palette texture to avoid precision issues
fixes kofxi graphics corruption on Mali-400/450

fix macos github action
2020-11-19 11:56:10 +01:00