scribam
c731cbcaf8
deps/vulkan: Update vk_mem_alloc.h to version 2.3
2020-03-29 13:28:06 +02:00
scribam
0035871422
Replace RELEASE by NDEBUG
2020-03-29 10:12:32 +02:00
Flyinghead
8ada1d5320
pvr: defer index building and strip merging, filter out infinite verts
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don't reset tileclip_val on each frame (Irides - master of blocks)
spg clean up
2020-03-27 13:03:49 +01:00
Flyinghead
5894992f70
android: don't use storage for default buttons.png
2020-03-24 23:31:34 +01:00
Flyinghead
54261b69c9
renderer: handle mipmap D-adjust param (convert to lod bias)
2020-03-18 18:51:34 +01:00
Flyinghead
268b0cdcfd
vulkan: mipmap levels must be 4-byte aligned
2020-03-17 19:24:00 +01:00
Flyinghead
ef223bb20d
vulkan: disable vulkan 1.1 on android for now
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Issue #30
2020-03-17 16:34:14 +01:00
Flyinghead
aff2b9e1af
fix simple texture bleeding case when upscaling. Clean up
2020-03-11 17:55:13 +01:00
Flyinghead
03f096384b
generate mipmaps for custom textures when needed
2020-03-09 22:49:05 +01:00
Flyinghead
6bfde76514
vk: avoid calling List::head() in loops
2020-02-25 16:34:49 +01:00
Flyinghead
e2b3ef147d
custom tex: recreate gl/vk texture when loading custom tex. vk crash
2020-02-19 14:31:35 +01:00
Flyinghead
9f565f2d41
vulkan: corrupted textures with mipmap and xBRZ
2020-02-17 18:26:14 +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
49c6a55f24
vulkan oit: pass native blend function values to shader, not vulkan ones
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Fixes missing texture in Plasma Sword start screen
2020-02-06 11:39:05 +01:00
Flyinghead
b79c074444
axe wchar
2020-01-31 23:51:12 +01:00
Flyinghead
e017fba9c1
vulkan: fix scissoring when SSAA > x1 in widescreen mode
2020-01-30 20:08:30 +01:00
scribam
4161ca9b07
msvc build fixes
2020-01-28 19:08:22 +01:00
Flyinghead
ff69efff48
ignore trilinear filtering if texture isn't mipmapped
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fixes shenmue snowflakes color
2020-01-21 19:52:09 +01:00
Flyinghead
3b83a4e4d5
minor changes
2020-01-16 22:19:07 +01:00
flyinghead
36a7c00507
win32: fix crash when switching to vulkan
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fix recursive call to VulkanContext::Init
still crashing when starting with vk and switching to GL
2020-01-08 10:58:24 +01:00
Flyinghead
43d924ceae
vulkan: reset physical device at init
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don't use PhysicalDeviceProperties2KHR with vulkan 1.0
tentative fix for issue #30
2020-01-06 21:33:31 +01:00
Flyinghead
a6839f57e7
vulkan: only use per-pixel sorting when needed
2020-01-05 23:03:44 +01:00
Flyinghead
d49373b0f9
vulkan: VMU display
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Reset pipeline when switching per-triangle/per-strip
Adreno workaround test typo
clean up
2019-12-25 13:09:54 +01:00
flyinghead
3415ce5577
win32: detect platform. SDL support
2019-12-22 23:49:52 +01:00
flyinghead
424a02cdf3
vulkan: workaround for intel driver bug when depth write is disabled
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backport adreno driver translucent modvol workaround
2019-12-22 17:48:24 +01:00
Flyinghead
29fd406dd8
vulkan: crash on windows when switching from gl to vulkan
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Destroy and recreate window when switching from gl to vulkan
VkGetPhysicalDeviceProperties2 crash with old nvidia driver (376)
2019-12-14 17:53:01 +01:00
Flyinghead
c683e0ded8
vulkan: push constants when starting render pass to avoid crash (mali)
2019-12-11 22:31:35 +01:00
Flyinghead
5ac104fb0e
Disable startx/starty crt shifts for now. vk: fix OIT buffer size issue
2019-12-10 15:19:41 +01:00
Flyinghead
066093553f
vulkan: copy provoking vertex. crash when rtt2vram. rtt vram stride
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setImageLayout was missing TransferSrcOptimal as source layout
Vulkan needs the first vertex to be the provoking vertex so copy 3rd on
1st when flat shading.
VRAM stride was incorrect (RTT to VRAM)
2019-12-10 12:51:10 +01:00
Flyinghead
637ad3b214
vulkan: delay destroying in-flight images. Fix inside clipping.
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Keep in-use imave and image views when the texture is updated.
Fix inside clipping (18 wheeler rear mirror)
Wait until the graphics queue is idle before changing shared buffers and
attachments.
Refactoring
2019-12-09 19:37:14 +01:00
Flyinghead
a1981c48b6
vulkan: transition oit depth attachment after init. Avoid empty buffer
2019-12-08 22:39:30 +01:00
Flyinghead
369624b28f
vulkan: check if api 1.1 is available. fix screenshot R&B swap
2019-12-08 22:22:40 +01:00
Flyinghead
a331c7bd84
vulkan: missing BeginFrame call
2019-12-07 22:13:22 +01:00
Flyinghead
9acbfae25d
vulkan: don't allocate more than allowed
2019-12-07 22:12:14 +01:00
Flyinghead
e14115683e
vulkan: don't use anisotropic filtering with nearest. Set max to 4
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fixes issues with adreno
2019-12-06 17:16:59 +01:00
Flyinghead
4730da31d5
vulkan: fix modvols. fix depth-write disabled poly. optimizations
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stencil must be reset to zero if poly isn't shadowed -> fixes jet set
radio "see-through" shadows
take culling into account for modvols
oit: reduce per-pixel and per-poly mem usage
oit: framebuffers weren't resized when needed
oit: poly with depth write disabled weren't drawn (Soul calibur missing
water surface)
Fix glsl error when two-volume mode needs fog attachment
2019-12-05 18:48:54 +01:00
Flyinghead
21b2eb3e5d
vulkan: fix clipping (alpilot black screen)
2019-12-04 19:06:14 +01:00
Flyinghead
cd49b32473
vulkan: allocate oit buffers in device-local mem. NVidia fixes
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BufferData was always allocated in host visible mem, regardless of the
mem property argument.
NVidia gpus don't support blitting to 565 and 5551, which is needed for
mipmaps, so convert to 8888 instead.
Use optimal tiling for oit pointers image (linear not supported by
nvidia and probably slower anyway)
oit screen drawer uses multiple final attachments
Set non-oit depth attachment as transient and lazily allocate mem
2019-12-04 15:51:26 +01:00
Flyinghead
8f80b427df
vulkan: move oit renderer to own directory
2019-12-04 09:41:27 +01:00
Flyinghead
5f265d03fe
vulkan: use a chain of final color attachments
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glcache: clear tex param cache
2019-12-03 21:29:37 +01:00
Flyinghead
6865d74a85
vulkan: use last rendered frame as background for ui
2019-11-30 12:14:36 +01:00
Flyinghead
cf7aa4f310
vulkan: disable debug
2019-11-29 19:54:43 +01:00
Flyinghead
0280fcc9d4
vulkan: render to temp fbo then to screen
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renderers render to image which is blitted to the screen by the context
batch texture updates command buffers and submit once
fix screen scaling
2019-11-29 19:28:22 +01:00
Flyinghead
dae0908735
vulkan oit: fix imgui overlay
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re-init imgui with the oit render pass when running game. use regular
render pass otherwise.
2019-11-26 18:28:48 +01:00
Flyinghead
ed538f7dce
vulkan: osx and arm32 build fix
2019-11-26 12:12:43 +01:00
Flyinghead
a944cd08c6
vulkan: use amd mem allocator
2019-11-26 10:42:44 +01:00
Flyinghead
a4053715af
vulkan: skip TR & final pass on first frame before clearing buffers
2019-11-15 11:24:00 +01:00
Flyinghead
01af8e5f5e
vulkan: fix texture LoD, enable anisotropic filtering
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fixes textures being grainy when seen from a distance
2019-11-15 11:17:01 +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
09f5d25133
vulkan: automation screenshot. less code duplication
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fix assert on exit due to not released vmem
fix crash when resizing window
2019-11-13 20:08:14 +01:00