Henrik Rydgård
8a6e288fcc
Add checkboxes in developer tools to allow disabling ubershaders.
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Might be helpful to diagnose performance problems on user devices.
Additionally, moves the texture replacement controls to the top. They
should probably be moved somewhere else entirely...
See #17918
2023-08-17 20:16:04 +02:00
Henrik Rydgård
ace217008a
In D3D11, force block compressed textures to have dimensions divisible by 4
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Fixes #17745 (crash when loading certain texture packs in D3D11)
This is an old unfortunate limitation. Only applies to the top mip
level, which makes it obvious that it's kinda unnecessary for the
hardware and indeed, Vulkan and OpenGL don't have this limitation.
2023-07-20 19:44:00 +02:00
Henrik Rydgård
952e125c7e
Break out rendering of "notices" from OnScreenDisplay. They can now also be used as views.
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Use it for the new message in ControlMappingScreen, when you try to map
a combo when that's disabled. It'll have more uses.
2023-07-07 15:23:19 +02:00
Henrik Rydgård
186b0f105c
Simplify the vertex cache ID handling
2023-06-12 13:16:13 +02:00
Henrik Rydgård
7178c0cd42
Restore fragmentshader ID flags double and texalpha. Add a ubershader mode that uses dynamic state.
2023-05-25 10:19:01 +02:00
Henrik Rydgård
f16f879b41
Some renaming to follow the standard of appending _ to member vars
2023-05-23 18:00:50 +02:00
Henrik Rydgård
d51d1413a3
DrawEngineCommon: Rename decoded to decoded_
2023-05-23 16:46:43 +02:00
Henrik Rydgård
9512bc6174
Don't cache render target copies for shader blending, only cache copies for overlap
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Fixes #17451 , while also keeping the Dante performance fix from #17032 .
Of course, it's possible that something else could slow down now... But
hopefully not. This could also fix other problems.
2023-05-11 12:04:29 +02:00
Henrik Rydgård
d56e27aa2c
Let's have DispatchFlush check for drawcalls before calling DoFlush, too.
2023-05-03 23:49:41 +02:00
Henrik Rydgård
16b243b007
Centralize allocation of vertex decode buffers
2023-04-24 12:11:58 +02:00
Henrik Rydgård
d586ec0d5e
Don't create Host objects except in headless/unittest
2023-03-25 10:47:01 +01:00
Henrik Rydgård
75bcb9b10c
Some renaming, flag updates
2023-03-18 11:46:22 +01:00
Henrik Rydgård
5f76fbe1ad
Implement padding-on-copy for compressed textures as well.
2023-03-17 14:00:14 +01:00
Henrik Rydgård
d8c3269cc6
Fix zipped texture packs (it didn't load the ini from the zip, the rest worked).
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Plus a few other things.
2023-03-14 17:53:01 +01:00
Henrik Rydgård
c32e3f89f1
D3D11 mipmap stride fix
2023-03-12 23:31:51 +01:00
Henrik Rydgård
b44e879d21
Support DXT1/3/5 (BC1,2,3) in D3D9
2023-03-12 11:37:17 +01:00
Henrik Rydgård
f2673c8f7b
Change BGRA to be a texture-specific flag. Fixes R/B swap in DDS textures in D3D11.
2023-03-12 10:19:12 +01:00
Henrik Rydgård
7e4dc23bcc
Fix BC textures in D3D11 - except that they're red/blue swapped. Ugh.
2023-03-11 23:55:43 +01:00
Henrik Rydgård
f936a6e9ce
Structs and enums and build files
2023-03-11 11:19:33 +01:00
Henrik Rydgård
44c4e63753
Simplifies and speeds up D3D11 texture uploads. Also, fixes a bug with replacement off
2023-03-09 14:43:59 +01:00
Henrik Rydgård
bda09be109
Texture color format doesn't belong as a per-level property, that's not supported.
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All levels of a texture must have the same format.
2023-03-09 00:10:46 +01:00
Henrik Rydgård
86c1d5711a
Merge pull request #17017 from unknownbrackets/d3d11-equal-clear
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D3D11: Correct equal clear check
2023-02-27 09:18:11 +01:00
Unknown W. Brackets
15f087b71a
D3D11: Correct equal clear check.
2023-02-26 23:59:48 -08:00
Unknown W. Brackets
9e46a30c13
GPU: Correct some missing override specifiers.
2023-02-26 15:58:58 -08:00
Henrik Rydgård
72bed6f2b5
Some DeviceLost/DeviceRestore cleanup
2023-02-26 11:05:52 +01:00
Henrik Rydgård
3dc47c7fef
Unify TextureCache ::StartFrame as much as possible.
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Tiny optimization avoiding a Vulkan pool reset on most frames.
2023-02-25 23:20:41 +01:00
Henrik Rydgård
4c45f8a4b0
Pass in draw directly in GPUCommon::DeviceRestore, instead of awkwardly fetching it
2023-02-25 23:04:27 +01:00
Henrik Rydgård
8fb75e0c12
Unify most of the DebugGetShader* functions
2023-02-25 16:42:09 +01:00
Henrik Rydgård
c2c479b217
Remove function InitClear. Was only implemented for DX9, and only barely meaningful in non-buffered.
2023-02-25 16:32:50 +01:00
Henrik Rydgård
8ba665e258
More unification work
2023-02-25 16:12:24 +01:00
Henrik Rydgård
c74f5b2189
Prepare for unifying more stuff
2023-02-25 16:01:32 +01:00
Henrik Rydgård
e136ad795a
Some slight unification
2023-02-25 15:15:34 +01:00
Henrik Rydgård
b6846646af
Remove some uses of gfxCtx_
2023-02-25 15:15:34 +01:00
Henrik Rydgård
285ffbaa52
Unify CopyDisplayToOutput
2023-02-25 14:42:15 +01:00
Henrik Rydgård
18999c3687
Create the GPUCommonHW class.
2023-02-25 14:42:10 +01:00
Henrik Rydgård
0d57f3beee
Unify GPUCommon::DoState.
2023-02-25 12:21:03 +01:00
Henrik Rydgård
609a8f6d36
Unify ExecuteOp between the accelerated backends
2023-02-25 12:21:03 +01:00
Henrik Rydgård
ed03348c65
Unify PreExecuteOp, keep the soft GPU as a special case
2023-02-25 12:21:03 +01:00
Henrik Rydgård
da561aa9de
Unify CheckFlushOp
2023-02-25 12:21:03 +01:00
Henrik Rydgård
30120560ab
Include file cleanup in framebuffer managers
2023-02-25 12:21:00 +01:00
Henrik Rydgård
49e5460c9c
Remove count parameter from SetViewports. No use foreseen.
2023-02-25 07:12:53 +01:00
Henrik Rydgård
1b5148bb6c
Remove kinda-duplicate function.
2023-02-24 23:54:04 +01:00
Henrik Rydgård
d426ce5118
Clear depth buffers after changing depth rounding mode.
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And thus change of depth buffer scale/offset.
Previously, old depth buffers with values that now are out of range
could stick around, causing #16941 . This clears them to the expected 0
value, which helps Outrun. Ideally we should convert depth buffers to
the new format, but if we can get away without that, that's also nice.
This is enough for #16941 .
2023-02-10 10:03:14 +01:00
Henrik Rydgård
1b4018d19a
Fix shader cache clearing in D3D11 - need to clear the input layout maps too
2023-01-11 14:16:12 +01:00
Unknown W. Brackets
0f92afb0c1
Replacement: Check replaceValid before load.
2023-01-08 10:20:52 -08:00
Unknown W. Brackets
5749b5a825
GPU: Clear shaders on use flag change.
2023-01-05 18:24:29 -08:00
Henrik Rydgård
85e6b4e592
Increment numFlushes near the other stat increments
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Might be better for the cache, heh.
2023-01-04 17:10:56 +01:00
Henrik Rydgård
f069de2dd2
Pass the vertex decoder into the vertex shader IDs generator
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Instead of just the vertex type.
This will allow things like the vertex decoder supplying defaults, in
order to reduce the number of unique vertex shaders at the cost of
slightly larger vertex data.
This doesn't actually do that yet though, it's just a refactor that can
be done separately.
Part of #16567
2022-12-30 22:57:05 +01:00
Henrik Rydgård
ba2fab5b22
Merge pull request #16677 from unknownbrackets/d3d11-pause
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D3D11: Fix Draw state issues on pause screen
2022-12-30 21:51:55 +01:00
Unknown W. Brackets
fdf5fefa91
GPU: Normalize CopyDisplayToOutput across backends.
2022-12-30 12:33:02 -08:00