Commit Graph

148 Commits

Author SHA1 Message Date
Henrik Rydgard
2eed2a28c7 D3D11: Avoid a framebuffer copy when reading back data if rendering at 1x
Fix the size of the framebuffer copy.
2017-03-19 17:54:21 +01:00
Unknown W. Brackets
9b42515ef7 D3D11: Correct GE debugger stencil value display.
When hovering over a pixel, if we send a float, it won't show the 0-255
value, which we'd prefer for stencil values.  This is the easy fix.
2017-03-19 07:45:52 -07:00
Henrik Rydgard
ef26ee267d D3D11: Get rid of a forgotten half pixel offset. Improves #9361 2017-03-19 14:57:48 +01:00
Henrik Rydgard
478b5dcbe1 Fix bug in D3D11 framebuffer readbacks, helps #9361, though seems off by half a pixel? 2017-03-19 14:22:06 +01:00
Henrik Rydgard
032c340f50 Revert "Vertexcache ComputeMiniHashRange: Doesn't make sense to hash more data than the step size."
This reverts commit 0bbb61e5d2.
2017-03-19 12:47:12 +01:00
Henrik Rydgard
0bbb61e5d2 Vertexcache ComputeMiniHashRange: Doesn't make sense to hash more data than the step size. 2017-03-19 12:08:21 +01:00
Unknown W. Brackets
ae2c0193b8 D3D11: Report unexpected self-renders. 2017-03-18 13:52:30 -07:00
Henrik Rydgard
23367925f1 Change a PanicAlert to an ERROR_LOG. Should possibly report..
http://forums.ppsspp.org/showthread.php?tid=1310&page=3

Add a comment.
2017-03-18 21:25:30 +01:00
Unknown W. Brackets
48a5488bf3 Merge pull request #9442 from hrydgard/clut-texture-format-compatibility
D3D11: Expand 16-bit CLUT textures to 32-bit if not supported.
2017-03-17 12:57:12 -04:00
Henrik Rydgård
5d613bf565 Set pitch correctly when uploading converted CLUT textures 2017-03-17 16:56:45 +01:00
Henrik Rydgård
94f16e3b7c GPU: Move "if (resized_)" to BeginHostFrame to avoid desynchronized settings.
Also wipe the input layout cache on D3D11 on resize.

Fixes #9438.
2017-03-17 11:26:11 +01:00
Henrik Rydgård
20f9ae3114 Make sure UpdateCmdInfo is called "in sync" with settings changes. Fixes #9438.
(well, at least the software skinning part. not sure if there are more).
2017-03-17 10:48:43 +01:00
Henrik Rydgård
17a250df7a Always trigger gpu->Resized when exiting GameSettingsScreen.
Strangely, this does NOT help #9438.
2017-03-17 10:27:49 +01:00
Henrik Rydgård
58c2ba987d D3D11: Expand 16-bit CLUT textures to 32-bit if not supported. 2017-03-17 10:11:17 +01:00
Henrik Rydgård
d8abcb8d74 D3D9: Set the right Z in ApplyBounds 2017-03-17 10:00:45 +01:00
Henrik Rydgård
4fec3187e4 D3D11: Fix stencil=255 bug 2017-03-15 17:50:10 +01:00
Henrik Rydgard
5a946d985b Unify most of the rest of the command table entries 2017-03-14 13:47:34 +01:00
Henrik Rydgard
c74d6fcde7 Unify some vertex shader related settings in the command tables 2017-03-14 13:44:18 +01:00
Henrik Rydgard
cd6d5a0d7f Unify fragment shader settings in the command table 2017-03-14 13:42:48 +01:00
Henrik Rydgard
bc641e6c56 Unify minz/maxz in command tables 2017-03-14 13:41:13 +01:00
Henrik Rydgard
903ac2fc42 Unify texture settings in the command tables 2017-03-14 13:39:32 +01:00
Henrik Rydgard
934b3db800 Unify logicop, antialias in the command table 2017-03-14 13:37:12 +01:00
Henrik Rydgard
8e6d546921 Unify the control commands in the tables 2017-03-14 13:35:25 +01:00
Henrik Rydgard
7302aca7b3 Some reordering, fixing in the command tables 2017-03-14 13:32:56 +01:00
Henrik Rydgard
ff57cacfe6 Unify morph weight, patch parameter command table entries 2017-03-14 13:30:03 +01:00
Henrik Rydgard
f767615ef8 Unify viewport/region/scissor command table entries 2017-03-14 13:28:28 +01:00
Henrik Rydgard
3de4d67fdc Unify the light parameter table entries 2017-03-14 13:26:53 +01:00
Henrik Rydgard
99711815b5 Unify some ignored command table entries 2017-03-14 13:25:52 +01:00
Henrik Rydgard
d9c19cc9ee Unify matrix, dither and signal table entries 2017-03-14 13:24:35 +01:00
Henrik Rydgard
3f795799c9 Setup a global GPU command table, and start moving stuff into it. 2017-03-14 13:21:24 +01:00
Henrik Rydgård
eb73a28140 Add new log category FRAMEBUF 2017-03-13 13:55:29 +01:00
Henrik Rydgard
b0bd7e3c6f Minor changes for compatibility with VS2017 2017-03-12 17:33:00 +01:00
Henrik Rydgard
21d97a7947 Dirty UVSCALEOFFSET on every draw call.
This is needed since we no longer dirty it on normal changes since we
prescale, but it's still necessary for spline/bezier which generate texture coords.
2017-03-11 13:10:38 +01:00
Henrik Rydgard
e33428414f Restore flushing the GPU pipeline on changes to CLIPENABLE, as per @unknownbrackets' comments. Also remove a redundant dirtying of textures. 2017-03-11 13:10:38 +01:00
Henrik Rydgard
9bb81a24c0 Fix bug where we'd reload the post shader information every frame. Fixes #9410 2017-03-11 12:25:43 +01:00
Henrik Rydgård
7520c0e273 UWP: Don't try to use dual source blending on D3D9 feature level devices. 2017-03-10 00:12:57 +01:00
Henrik Rydgård
7be5a18ef8 Don't need a uint in the stencil draw shader 2017-03-10 00:11:02 +01:00
Henrik Rydgård
e74749f2b2 A function renamed, some logging improvements 2017-03-10 00:11:00 +01:00
Henrik Rydgård
ee48a075b0 UWP: Implement display rotation in framebuffer manager, now games display right-way-up in buffered rendering mode. 2017-03-07 15:32:53 +01:00
Henrik Rydgård
ed16096365 Don't crash if not enough memory to save a state. Very annoying.
Minor tweaks.
2017-03-07 15:32:34 +01:00
Henrik Rydgård
474db602ca UWP: Fix screen rotation in non-buffered rendering mode 2017-03-07 15:32:26 +01:00
Henrik Rydgård
90e0079c98 GE Debugger D3D11: Support displaying the current texture 2017-03-06 16:46:15 +01:00
Henrik Rydgård
07bfde357d D3D11 simpleblit: Avoid a binding hazard by swapping the texture and framebuffer bind. 2017-03-06 16:39:23 +01:00
Henrik Rydgård
440e72d250 Clean up among the logs. Remove MASTER_LOG. 2017-03-06 13:10:23 +01:00
Henrik Rydgard
5d5844632a Fix shader issues with D3D11 feature level 9 2017-03-05 22:56:33 +01:00
Henrik Rydgard
bb3e211088 Fix bad initialization of featureLevels, breaking things in #9361 2017-03-05 22:33:18 +01:00
Henrik Rydgard
042d09a049 Fix #9390, also unbreak D3D11 screenshots 2017-03-05 20:30:39 +01:00
Henrik Rydgard
a04e24c300 Further D3D11 on mobile fixes 2017-03-05 14:05:04 +01:00
Henrik Rydgard
61c6d83b6e D3D11: Fix creation of stock samplers to work on featurelevel9 GPUs 2017-03-05 12:40:09 +01:00
Henrik Rydgard
116edcb77a Take the D3D11 feature level into account when creating shaders. May help #9369 2017-03-05 12:31:33 +01:00