Unknown W. Brackets
c4d1863ded
GPU: Consistently bias const mip levels.
...
Since SLOPE is just a more complicated CONST, we can treat them the same.
2017-05-12 20:30:47 -07:00
Unknown W. Brackets
fd4399e108
GPU: Centralize fb resize, move to begin of frame.
...
It makes more sense here, because otherwise when you change it from the UI
settings, it takes a frame to "kick in".
2017-04-24 12:02:52 -07:00
Unknown W. Brackets
97620d4cca
GPU: Rebuild FBOs when they now have storage.
2017-04-24 09:37:54 -07:00
Unknown W. Brackets
ae4c28aa4d
D3D9: Support AUTO mip bias and approximate CONST.
2017-04-22 18:38:08 -07:00
Unknown W. Brackets
90ad6c0a23
D3D9: Disable mips when mip filtering disabled.
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Only GE_{LINEAR,NEAREST}_MIPMAP_* enable mipmaps.
2017-04-22 18:22:59 -07:00
Unknown W. Brackets
98ba7afa83
Destroy FBOs only on actual resize.
...
As a side effect, this means going to settings won't reset all FBOs
anymore. The behavior can still be obtained by changing render resolution
or rendering mode.
This makes resizing the window faster on Windows, and resumes quicker from
pause.
2017-04-13 23:36:17 -07:00
Unknown W. Brackets
030f803002
Remove unused parameter to DestroyAllFBOs().
2017-04-13 23:07:21 -07:00
Henrik Rydgård
a85b76e671
Merge pull request #9585 from unknownbrackets/gpu-clear
...
Skip VRAM clears when no download has been made
2017-04-10 00:51:01 +02:00
Unknown W. Brackets
70d17d1bc7
Track flags to reduce unnecessary VRAM zeroing.
...
If we haven't downloaded to RAM since the last zero, no need to zero
again. This is the most common case.
2017-04-09 15:10:07 -07:00
Unknown W. Brackets
ff14495511
Fix out-of-bounds framebuffer blit on color bind.
...
This corrects a crash reported in Persona 3 using D3D11.
2017-04-06 18:49:48 -07:00
Henrik Rydgard
22d5acb40e
Depal: Use the full CLUT mode setting as the depal shader key. Fixes #9550 for both D3D11 and D3D9.
2017-04-04 11:09:29 +02:00
Henrik Rydgård
5a8e9c4f71
Port some accessors over from #9255 to be able to catch these changes and dirty state later.
2017-04-03 17:04:58 +02:00
Henrik Rydgård
1faae8b6d6
Port some other minor changes over from #9255
2017-04-03 16:47:30 +02:00
Henrik Rydgård
73d762f506
Reorganize raster state mapping
2017-04-03 16:37:11 +02:00
Henrik Rydgard
cffb1d7014
Reorganize depth-stencil
2017-04-03 16:37:11 +02:00
Henrik Rydgard
d581a96d79
All backends: Reorganize blend state mapping to make dirty-tracking easier
2017-04-03 16:37:08 +02:00
Henrik Rydgard
97058b4db7
Apply the D3D11 loco roco fix identically to the other backends
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To make centralization easier, and this should be a problem for the
other backends as well.
2017-04-01 21:17:58 +02:00
Unknown W. Brackets
7fb7a4877d
Texcache: Cleanup last bound tex invalidation.
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When we're deleting, we're always about to bind a new tex.
2017-03-25 11:42:24 -07:00
Unknown W. Brackets
3fbb545451
Allow MakePixelTexture to use a subrange.
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For example, if it has a larger texture it wants to reuse, it can control
this via texcoords. Let's keep it at top left, though.
2017-03-22 20:56:26 -07:00
Unknown W. Brackets
ade110bcc8
Fix crash on resize due to overridden property.
2017-03-19 16:38:42 -07:00
Unknown W. Brackets
a1f59deafe
Fix some type narrowing warnings and typos.
2017-03-19 07:44:31 -07:00
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
Henrik Rydgård
94f16e3b7c
GPU: Move "if (resized_)" to BeginHostFrame to avoid desynchronized settings.
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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.
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Strangely, this does NOT help #9438 .
2017-03-17 10:27:49 +01:00
Henrik Rydgård
d8abcb8d74
D3D9: Set the right Z in ApplyBounds
2017-03-17 10:00:45 +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
Unknown W. Brackets
5c6ae0e2e9
Correct a log format warning.
2017-03-12 23:00:12 -07:00
Henrik Rydgard
b0bd7e3c6f
Minor changes for compatibility with VS2017
2017-03-12 17:33:00 +01:00
Unknown W. Brackets
ad8a0e6cc0
Add an ini setting to hide performance warnings.
2017-03-11 19:31:00 -08:00
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 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
xebra
7364dbea3b
[spline/bezier]Implement hardware tessellation on D3D11.
2017-03-04 22:53:40 +09:00
Henrik Rydgard
700e533622
Minor D3D9 cleanups
2017-03-02 12:29:23 +01:00
Henrik Rydgård
d84f579928
Merge pull request #9356 from xebra/hw_tess_vulkan
...
Hardware Tessellation on Vulkan
2017-02-26 09:12:11 +01:00
Henrik Rydgard
5ba53addb5
D3D11: Fix problems with scaling 16-bit textures, fixes issue with #9345 , thanks @ufdada
2017-02-26 00:05:08 +01:00
xebra
7b72f87308
[spline/bezier]Add support for unsupported device about HW tess.
2017-02-25 19:28:13 +09:00
Henrik Rydgard
f5fa238e22
More minor changes to make GPU and native build on UWP later
2017-02-24 20:26:38 +01:00
Henrik Rydgard
8eb668ea59
D3D11: Enable pixel depth rounding. GL: Fix a crash bug
2017-02-23 20:40:53 +01:00
Henrik Rydgard
95aec3ac76
Fix D3D9 crash (made a mistake with locking)
2017-02-22 18:27:46 +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
b94ad12aea
D3D9: Use D3DLOCK_DISCARD when updating whole textures, may be a small speedup
2017-02-21 11:35:06 +01:00
Henrik Rydgard
f772066c54
Remove some unnecessary error handling paths
2017-02-21 11:29:51 +01:00
Henrik Rydgard
06cf449719
Delete some broken DX9 code.
2017-02-21 11:11:38 +01:00
Henrik Rydgard
ca9050af12
These should be deleted too.
2017-02-20 00:36:37 +01:00
Henrik Rydgard
4c897ff853
Forgot to delete CheckFullHash duplicates
2017-02-20 00:21:54 +01:00
Henrik Rydgard
4652c6af28
Some member variable renaming to match the convention
2017-02-20 00:19:58 +01:00
Henrik Rydgard
f753573332
Unify HandleTextureChange
2017-02-20 00:13:21 +01:00
Henrik Rydgard
f15e25c4b5
Centralize SetTexture
2017-02-20 00:05:23 +01:00
Henrik Rydgard
e24e652b0d
Prepare to unify SetTexture
2017-02-19 23:50:04 +01:00
Henrik Rydgard
aae2030a14
Unify Decimate()
2017-02-19 23:39:35 +01:00
Henrik Rydgard
d9c20fbaff
Unify ApplyTexture
2017-02-19 23:25:09 +01:00
Henrik Rydgard
7890b61cc5
More work towards unifying ApplyTexture
2017-02-19 23:19:55 +01:00
Henrik Rydgard
f839f1944e
Work towards unifying ApplyTexture
2017-02-19 23:07:00 +01:00
Henrik Rydgard
665ffe34ab
Centralize DeleteTexture
2017-02-19 22:50:04 +01:00
Henrik Rydgard
dbafc6ef95
Centralize Texcache::Clear
2017-02-19 22:31:07 +01:00
Henrik Rydgard
4364569cf4
Move TexCacheEntry outside the TextureCacheCommon class. Nested structs are annoying.
2017-02-19 18:53:30 +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
Henrik Rydgard
e83dd2b524
Minor cleanup, elimintate some bind ordering hazards that D3D11 warns about
2017-02-17 14:31:02 +01:00
Henrik Rydgard
08d173ceee
Unify ApplyShaderBlending
2017-02-17 12:21:27 +01:00
Henrik Rydgard
4538edad14
Work towards enabling shader blending on D3D11
2017-02-17 12:21:18 +01:00
Henrik Rydgard
68c5a6c517
Unify CopyDisplayToOutput
2017-02-15 23:24:25 +01:00
Henrik Rydgard
23762ef89f
Unify DrawFramebufferToOutput
2017-02-15 23:11:46 +01:00
Henrik Rydgard
26f208a212
Unify "DrawPixels"
2017-02-15 23:06:22 +01:00
Henrik Rydgard
84e6054b23
More work towards unifying CopyDisplayToOutput
2017-02-15 22:48:23 +01:00
Henrik Rydgard
cba37e54d0
Preparations for unifying CopyDisplayToOutput
2017-02-15 22:47:50 +01:00
Henrik Rydgard
7652bc2d8b
Declare DrawActiveTexture in FramebufferCommon
2017-02-15 22:47:49 +01:00
xebra
e2f9dc8f28
Add support compat to fake mipmap hacks.
2017-02-15 01:02:51 +09:00
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 Rydgard
6e940dfeda
D3D11, Vulkan: Switch to 4x3 matrixes where possible.
...
Lets us unify more shader code between D3D11 and D3D9, and fixes HW
skinning on D3D11.
2017-02-14 11:59:13 +01:00
Henrik Rydgard
56b3a823ba
D3D11: Improved alpha/color test, like in GL/Vulkan
2017-02-14 10:34:55 +01:00
Henrik Rydgard
373c6ba12f
More D3D11 fixes, hopefully without breaking DX9
2017-02-13 02:07:27 +01:00
Henrik Rydgard
94860b6636
Additional D3D11 fixes
2017-02-13 01:38:52 +01:00
Henrik Rydgård
6033b1ee05
D3D11: Some cleanup. Fix backface culling. Wipeout still looks weird...
2017-02-12 18:29:58 +01:00
Henrik Rydgård
142b30836a
DX9 typo fix in PackDepthBuffer
2017-02-12 17:50:37 +01:00
Henrik Rydgård
328201978f
D3D11: Prepare for dual src blending support
2017-02-12 17:10:04 +01:00
Henrik Rydgård
4f2fb10347
Further D3D11 fixes
2017-02-12 16:14:14 +01:00
Henrik Rydgård
f7717063a8
Assorted fixes for memory leaks etc
2017-02-10 14:41:32 +01:00
Henrik Rydgard
7750ee9f7b
D3D11: Fix reversed colors, stencil improvements
2017-02-10 11:36:09 +01:00
Henrik Rydgard
3f4e14f504
D3D11: Lumines is now playable in non-buffered, with reverse colors.
2017-02-10 11:25:24 +01:00
Henrik Rydgard
aba669c3e6
D3D11: Cube now visible
2017-02-10 00:30:42 +01:00
Henrik Rydgard
f9b840dbfd
More D3D11 progress
2017-02-10 00:01:56 +01:00
Henrik Rydgard
01f46e7a5d
Make the first generated D3D11 shaders compile, fix various warnings
2017-02-09 15:04:21 +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
175b97ef34
Start stubbing out a new D3D11 backend
2017-02-08 17:35:41 +01:00
Henrik Rydgard
9f00b355ca
Unify DownloadFramebufferForClut
2017-02-08 15:58:46 +01:00
Henrik Rydgard
454f2cf4bf
Unify "SetOffsetTexture"
2017-02-08 15:48:36 +01:00
Henrik Rydgard
346b9d0c51
Texcache: Unify SetTextureFramebuffer
2017-02-08 15:44:01 +01:00
Henrik Rydgard
096018a163
Texcache: Unify AttachFramebuffer, misc
2017-02-08 15:37:40 +01:00
Henrik Rydgard
3b18f4452f
TexCache: Unify Invalidate, InvalidateAll, ClearNextFrame
2017-02-08 15:24:33 +01:00
Henrik Rydgard
29b30c197b
Unify CheckFullHash
2017-02-08 15:24:27 +01:00
Henrik Rydgard
391f7be8f9
Unify DecimateFBOs
2017-02-07 00:46:14 +01:00
Henrik Rydgard
5c69878ccb
Unify ResizeFramebufFBO
2017-02-07 00:38:12 +01:00
Henrik Rydgard
27d5c5a2d4
Unify NotifyRenderFramebufferSwitched
2017-02-07 00:29:02 +01:00
Henrik Rydgard
19868b5df7
Unify GetTempFBO
2017-02-07 00:24:38 +01:00
Henrik Rydgard
5b181e8244
Further work on DrawActiveTexture
2017-02-07 00:13:54 +01:00
Henrik Rydgard
275f9248a1
Preparing to unify the DrawActiveTexture API
2017-02-07 00:08:45 +01:00
Henrik Rydgard
89763efe57
Unify SetNumExtraFBOs
2017-02-07 00:08:45 +01:00
Henrik Rydgard
9e644aa815
Unify NotifyRenderFramebufferUpdated
2017-02-07 00:08:45 +01:00
Henrik Rydgard
85ec96ecf1
Unify NotifyRenderFramebufferCreated
2017-02-07 00:08:45 +01:00
Henrik Rydgard
a0992cce75
Unify DestroyFramebuf()
2017-02-07 00:08:45 +01:00
Henrik Rydgard
e42f5e6f46
Rename the fbo_ functions to match the rest of DrawContext.
2017-02-06 11:40:16 +01:00
Henrik Rydgard
ad29974a56
Change when drawcontexts are allocated. Hook up backbuffer events to fix d3d9 resizing.
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
abf7a7abe0
Windows buildfix
2017-02-06 10:28:58 +01:00
Henrik Rydgard
41f770d815
Move dx_state into gfx/d3d9_state
2017-02-05 20:54:24 +01:00
Henrik Rydgard
ba52ba8714
Move global.cpp to native/gfx/d3d9_shader.cpp
2017-02-05 20:50:17 +01:00
Henrik Rydgard
9c275730c5
Move pD3DDevice into dx_state.h.
2017-02-05 20:46:26 +01:00
Henrik Rydgard
f00f7d2fb8
Remove some dependencies on the pD3DDevice globals
2017-02-05 20:36:00 +01:00
Henrik Rydgard
4dd96d6993
Remove dx_fbo dependency on global.h
2017-02-05 20:19:43 +01:00
Henrik Rydgard
5b49c2f840
DX9 cleanup: Remove more stuff from global.cpp
2017-02-05 20:13:48 +01:00
Henrik Rydgard
a8f69e7d64
More DX cleanup
2017-02-05 20:06:56 +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
1c5ad71f60
Further minor DX9 code cleanups
2017-02-05 19:42:54 +01:00
Henrik Rydgard
0b3ebbddf4
Minor DX9 code cleanup
2017-02-05 19:38:52 +01:00
Henrik Rydgard
1a149ba02d
Final tweak to the cleaned up FBO api before moving it to thin3d. Buildfixes.
2017-02-04 22:25:34 +01:00
Henrik Rydgard
bec2921aca
Add escape route for some more esoteric FBO functionality
2017-02-04 22:25:34 +01:00
Henrik Rydgard
f4c3f884e9
DX: Remove further fbo functions to get the interfaces closer
2017-02-04 22:25:34 +01:00
Henrik Rydgard
0b7f3720ae
More FBO api cleanup
2017-02-04 22:25:34 +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
Henrik Rydgard
c3c6a6a2f3
Apply the Split/Second fix to DX9 as well.
2017-02-04 11:37:24 +01:00
Henrik Rydgard
0d1d6f98e4
Pass in the DrawContext to all backends
2017-01-30 20:26:47 +01:00
Henrik Rydgard
2a231b397b
Unbreak environment mapping
2017-01-30 16:13:47 +01:00
Henrik Rydgard
24cc3dbc70
Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification.
2017-01-30 16:03:57 +01:00
Henrik Rydgard
20d9e60a67
Just some renaming. Start moving away from the "thin3d" name
2017-01-30 14:38:31 +01:00
Henrik Rydgard
d7da981a62
Make the Dangan Ronpa hack use the compat system instead of hacky code
2017-01-29 00:12:20 +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
5df4bac6d2
Delete some left behind unused code
2017-01-25 10:05:39 +01:00
Henrik Rydgard
62a171c616
Minor DX9 optimization
2017-01-24 18:12:20 +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
443d735a28
Activate table-driven dirty-flags in DX9 and Vulkan backends
2017-01-24 18:12:20 +01:00
Henrik Rydgard
068f2d3c71
Remove Execute_Generic in both D3D9 and Vulkan backends
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
0a3bb4a720
Vulkan: Increase size of per-frame descriptor pool, move uniform to right place
2017-01-24 18:11:48 +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
Henrik Rydgard
59d80a3785
Share the set of dirty flags between the backend, to let use share more code.
2017-01-23 20:39:17 +01:00
Henrik Rydgard
f139246a78
Switch D3D and Vulkan to 64-bit dirty flags
2017-01-23 17:32:18 +01:00
Henrik Rydgard
bd4436c6eb
Centralize EstimatePerVertexCost and Execute_BlockTransferStart
2017-01-23 17:22:17 +01:00
Henrik Rydgard
d9acd27126
Rename GLES files to match the convention the other backends use.
2017-01-23 17:08:58 +01:00
xebra
de253a6aef
[spline/bezier]Revert #ab9c1d4 about spline/bezier.
2017-01-23 14:12:46 +01:00
xebra
deea258383
[spline/bezier]Fix to avoid crashing when activated hardware tessellation with dx9 and vulkan.
2017-01-23 14:12:03 +01:00
Henrik Rydgard
b0697b62d7
Fix bug in setting certain uniforms in DX9. Fixes #9224
2017-01-21 21:54:42 +01:00
Henrik Rydgard
ab9c1d4dc0
Centralize the spline/bezier/bbox execute functions into GPUCommon
2017-01-21 20:43:05 +01:00
Henrik Rydgard
47283db18f
DX9: When optimizing rectangles to clears, don't forget to convert the color to a D3DCOLOR properly. Fixes part of #9224
2017-01-21 17:45:53 +01:00
Henrik Rydgård
674937a520
Extend some enums with potentially useful values
2016-12-27 11:59:12 +01:00
Henrik Rydgård
f86b9f7900
Guess what? More renaming
2016-12-27 11:59:06 +01:00
Henrik Rydgård
463251908b
Rename things to closer match another project which I plan to share some code with
2016-12-27 11:59:02 +01:00
Henrik Rydgård
10393f5d4e
Move Thin3D into the Draw namespace.
2016-12-27 11:58:03 +01:00
Henrik Rydgard
dc5c0c0d2d
Centralize ProcessEvent
2016-12-21 20:02:05 +01:00
Henrik Rydgard
7634ff7f09
Centralize a few more functions, fix DX9
2016-12-21 18:51:19 +01:00
Henrik Rydgard
98ebf9ed6f
Centralize PerformStencil* and Invalidate* functions
2016-12-21 18:33:08 +01:00
Henrik Rydgard
866d4a645f
Centralize "PerformMemory*" functions
2016-12-21 18:26:06 +01:00
Henrik Rydgard
e15cba0e1b
Centralize "Resized()"
2016-12-21 18:13:58 +01:00
Henrik Rydgard
7e46a153c0
Centralize DoBlockTransfer between the GPUs.
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Required adding a pointer to the framebuffer manager and texture cache in
GPUCommon, which took a little bit of refactoring.
2016-12-21 18:07:17 +01:00
Henrik Rydgard
1dbeca0618
Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth.
2016-12-20 13:42:54 +01:00
Henrik Rydgard
9d7983eee8
Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder.
2016-12-20 13:27:44 +01:00
Julian
c92ec20811
Fixed Inconsistent texture filtering in Disgaea 2 #4235
2016-12-16 22:53:55 +02:00
Florent Castelli
e0ff68b3f6
c++11: Remove compat header base/functional.h
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We want a proper C++11, not tr1. We don't target those compilers anyway.
2016-10-12 11:32:45 +02:00
Unknown W. Brackets
4d0c457ddc
Cleanup display vs. output screenshot terminology.
2016-09-25 16:35:43 -07:00
Unknown W. Brackets
fa0e88f1b7
Add a flag to use the display vfb for screenshots.
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This fixes proportions of reporting, savestate screenshots, and TAS
recording for PS1 ports, mainly.
2016-09-25 16:32:18 -07:00
Unknown W. Brackets
f5f9b5227d
Tweak 565 buffer clearing.
2016-09-18 20:38:19 -07:00
Unknown W. Brackets
ee0bc6c04d
Clear memory when clearing drawing.
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This should help synchronize block transfers better.
Should improve #8973 .
2016-09-18 20:38:19 -07:00
Unknown W. Brackets
26809c1d7a
Determine alpha test texture after texture.
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Because, of course, this reads texture alpha parameters for blending
optimizations.
Fixes #8970 .
2016-09-11 11:05:04 -07:00
Unknown W. Brackets
92d930887f
Android: Add both a lost and restore phase.
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Lost = delete, restore = create. Let's stick to never overlapping.
May help #8912 .
2016-09-10 21:58:42 -07:00
Henrik Rydgard
5005e83254
Consistency improvements to the memory protect/alloc APIs
2016-08-28 12:28:17 +02:00
Unknown W. Brackets
c9a9fc5e44
Allow block transfers to resize framebuffers.
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Helps the ending video in Valkyrie Profile. See #6008 .
2016-07-24 15:58:06 -07:00
Unknown W. Brackets
b30d0e8cec
d3d9: Correct replaced texture format.
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This was causing the row width to be wrong for many textures too, which
was generating errors.
2016-07-17 09:03:08 -07:00
Unknown W. Brackets
79101736b8
d3d9: Decode directly into texture buffer.
2016-06-25 09:13:14 -07:00