Commit Graph

42 Commits

Author SHA1 Message Date
Flyinghead 499f86b065 pvr: use std::vector instead of List<> in render context
Remove overrun-related code.
Replace N2 matrix and light model pointers with indices.
2023-01-26 14:13:28 +01:00
Flyinghead 85b8c599c4 pvr: object list is sometimes shared between op and tr modvols
Region tile object list pointers can be identical for op and tr modvols,
in which case tr modvols should be drawn using op modvols geometry.
Used by crazy taxi 1/2, alien front online, daytona usa and probably
many others.
Issue #717
2022-08-22 12:38:04 +02:00
Flyinghead d08f0e6599 gl4: wrong depth for transparent polys with native depth interp
Issue #630
2022-05-13 13:03:02 +02:00
flyinghead 77a11d2a2e native depth interpolation option to help AMD gpus
When enabled, set 1/z in pos.w and use native interpolation for colors,
UV and depth.
Get rid of manual modvol clipping in dx11.
2022-05-12 13:43:43 +02:00
Flyinghead 4554450d1d oit: add max layers and pixel buffer size options 2022-05-05 18:01:05 +02:00
Flyinghead e0058c17ff lr: don't terminate emu on deinit. gl4: buffer wasn't released on term()
shared libraries containing gnuc unique symbols are never unloaded on
linux, and possibly other platforms. So don't terminate the emulator on
deinit and init it only once.
Issue #566

gl4: buffer not released on term() was causing crashes or black screen when restarted.
2022-04-05 14:53:47 +02:00
Flyinghead 20d25059bf naomi2: remove geom shader. Merge transparent polys. bump mapping fix.
elan: Get rid of geometry shader and do geometry clipping manually.
pvr: Aggressively merge transparent polys in per-triangl and OIT mode, duplicating the last vertex to merge opposite cull mode strips.
gl4: reset OIT pointers in final shader. No need for clear pass.
gl4: alternate between 2 buffers for verts.index/tr poly params.
gl4: use gl_VertexID + poly number for poly index.
gl: new GlBuffer class.
2022-02-11 15:54:18 +01:00
flyinghead 4c14a96888 vk, gl4: out of bound array index when sorting pixels 2021-12-12 18:42:50 +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 117f47e3a2 rend: shader builder utility 2021-07-19 12:49:47 +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 408c65fcbf gl4: pack/unpack pixel colors. pack poly params. share GLSL with vk 2021-05-11 10:38:17 +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 170ae3477c gl4: reset scissor test before rendering a-buffers
Issue #116
2020-10-10 19:07:40 +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 e99aac3575 Remove "using namespace std;" 2020-03-30 23:00:43 +02:00
scribam 4bf6802855 Cleanup include headers 2020-03-29 14:26:21 +02:00
Flyinghead a6839f57e7 vulkan: only use per-pixel sorting when needed 2020-01-05 23:03:44 +01:00
Flyinghead f7655091b0 gl4: only use per-pixel sorting when needed
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 be50fca2d6 gl: (oit) Far plane is 0 in final depth test. minor gl cache reset fix
other misc changes
2019-12-25 13:05:42 +01:00
Flyinghead 554d8005fa gl: #version must be on first line or Mali compiler complains 2019-11-26 11:08:35 +01:00
Flyinghead 5e4dacfa67 Fix renderer selection issue in gui. Use raw strings for shader source 2019-10-23 19:23:19 +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 943a50b9bc gl4: translucent modifier volumes need inverted depth too 2019-09-23 19:37:01 +02:00
Flyinghead 8792c06adc gl4: use same depth direction as gles. Round scale_y value. 2019-09-17 13:35:23 +02:00
scribam 49b7e0682b Cleanup 2019-09-07 20:36:13 +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 632aa95c2d gl4: depth test issue in non-autosort mode
Depth testing is done in the fragment shader so it shouldn't be done
in the a-buffer shader for the first pixel, or until the depth is updated.
Fixes flashlight and lightstorm effects in Alone in the Dark
2019-07-09 15:25:15 +02:00
Flyinghead 838cbe59e3 gl4: get rid of scaling params and use normalized coords in abuffer
add Eternal Arcadia and Yu Suzuki Game Works to render rtt to vram game list
2019-06-30 11:40:42 +02:00
Flyinghead a14bf29f5f gl4: scaling and coords must be different with rtt vs screen 2019-06-28 18:26:36 +02:00
Flyinghead 5f5f300604 gl4: fix issue with RTT regarding buffer dimension
fixes shadow in THPS 1 & 2
2019-06-28 17:37:06 +02:00
Flyinghead 99778a7715 per-pixel renderer: RTT might need bigger buffers than screen 2019-06-27 22:41:16 +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 fe30fe1e8e OIT: reset scaling before drawing final quad
Fixes Wacky Races and Nomad Soul
2019-03-18 22:21:21 +01:00
Flyinghead 0f1630a1b7 Use proper VAOs for the per-pixel renderer 2019-02-20 19:22:24 +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 3a929aeeb1 Terminate A-buffers cleanly. Call renderer Term() at shutdown.
Less code dup.
2018-10-04 14:04:15 +02:00
flyinghead ef5e8593fa GL4: Initialize atomic buffer correctly. Limit size of pixel buffer.
SetupMainVBO should be static
2018-10-04 10:58:33 +02:00
Flyinghead 3f791d6f04 Merge OIT renderer into master 2018-10-04 10:29:23 +02:00