228 Commits

Author SHA1 Message Date
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
xebra
b9a9a509ae GLES:Remove texture_half_float extension. 2017-03-13 01:02:05 +09:00
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
f95459ab0d Fix bug where we tried to set aniso even if unsupported. Fixes #9377 2017-03-03 14:16:15 +01:00
Henrik Rydgard
f24b1495ba Assorted texture format cleanup, prep for supporting D3D11 on Win7 2017-02-22 16:23:04 +01:00
Henrik Rydgard
6a09d45aee D3D11: Add proper checks for B4G4R4A4 format support. Not yet using the checks. 2017-02-18 01:41:08 +01:00
Henrik Rydgard
68ba3070bc D3D11: Add enough debug readback support to support savestate thumbnails 2017-02-18 00:27:32 +01:00
Henrik Rydgard
0e8aeaea3a D3D11: Implement basic framebuffer readback.
Also make debug interfaces more consistent.
2017-02-18 00:07:49 +01:00
xebra
ef536ae54d Move wasted checks in FastRunLoop() to Execute_TexLevel() 2017-02-15 01:02:50 +09:00
xebra
945e603072 Fix fake mipmap issue related #5350 2017-02-15 01:02:50 +09:00
Henrik Rydgård
f7717063a8 Assorted fixes for memory leaks etc 2017-02-10 14:41:32 +01:00
Henrik Rydgard
ba95e0f4d9 Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
Henrik Rydgard
06addecb3d Unify cardboard settings calculation 2017-02-07 00:19:31 +01:00
Henrik Rydgard
be557fc323 Remove fbo_preferred_z_bitdepth 2017-02-06 11:40:16 +01:00
Henrik Rydgard
f1c96c056d Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
Henrik Rydgard
d05ef4a859 Pass through the DrawContext to texturecaches and fb managers.
This is preparation for sharing more framebuffer code between the
backends.
2017-02-05 19:51:50 +01:00
Henrik Rydgard
daee5c24e5 Work towards unifying the GL and DX FBO APIs 2017-02-04 22:25:34 +01:00
Henrik Rydgard
3ceb0a8540 Some simple renaming 2017-02-04 11:47:19 +01:00
xebra
82bb6cbaad Fix #9275 2017-02-03 16:37:10 +09:00
xebra
37a0907598 Fix supporting gl_InstanceID. 2017-02-01 21:21:57 +09:00
xebra
918bee8801 Add support OES_texture_half_float. 2017-02-01 14:37:03 +09:00
xebra
4fbc92d3f0 Revert gpu features flags to 32-bit. 2017-02-01 00:14:38 +09:00
xebra
6adddbbd38 [spline/bezier]Turn off Hardware Tessellation if device is unsupported. 2017-01-31 23:37:07 +09:00
xebra
159aa1415d [spline/bezier]Add some gpu features flags for Instanced Tessellation. 2017-01-31 23:37:06 +09:00
xebra
ce27f7b0b5 Expand gpu features flags to 64-bit. 2017-01-31 23:37:06 +09:00
Henrik Rydgard
0d1d6f98e4 Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
Henrik Rydgard
182d87cc15 Minor cleanup in GPU dispatch tables 2017-01-28 12:11:56 +01:00
Henrik Rydgard
ab6bc4cb16 Restores a lost optimization from uv prescale - avoiding flushing. Should fix #9219.
Also #ifdef away some invalid-address checks in hot paths in the GPU.
2017-01-28 11:39:34 +01:00
Henrik Rydgard
9c55e1e0de Only enable RAM Clears for the SOCOM games that require it.
Should remove the performance impact of #8994 which is bigger than
expected, it seems (cache pollution?)
2017-01-28 10:11:43 +01:00
Henrik Rydgard
d85888dc2b Table-driven dirty-flags for Vulkan and D3D9. Minor Vulkan optimization. 2017-01-24 18:12:20 +01:00
Henrik Rydgard
1fe32d380b Update lots of dirty-flag table entries 2017-01-24 18:12:20 +01:00
Henrik Rydgard
c70265d7f2 Use table-driven dirtying instead of callbacks in GPU_GLES 2017-01-24 18:12:20 +01:00
Henrik Rydgard
e4cb44c243 Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
Henrik Rydgard
c289a2c7bf Split TextureChanged into two bools, so we can later convert to dirtyflags 2017-01-24 18:12:20 +01:00
Henrik Rydgard
7d60ec73be Move framebufChanged into the dirty flag field 2017-01-24 18:12:20 +01:00
Henrik Rydgard
b423998c36 Move uniform dirty-flag to gstate_c, opening up for other uses. 2017-01-24 18:12:20 +01:00
Henrik Rydgard
f111767315 Workaround the lack of support for software skinning in Vulkan 2017-01-23 22:06:30 +01:00
Henrik Rydgard
69267d4cd6 Minor optimizations 2017-01-23 21:14:27 +01:00
Henrik Rydgard
ae37df0a8c Further centralization of EstimatePerVertexCost, now moved to GPUCommon 2017-01-23 21:11:39 +01:00
Henrik Rydgard
daf02f1de6 Centralize the matrix load functions, no need to duplicate them for each backend. 2017-01-23 21:11:39 +01:00
Henrik Rydgard
3c221a7ebd Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared. 2017-01-23 21:11:39 +01:00