Commit Graph

697 Commits

Author SHA1 Message Date
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
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
e68ea3bc3a Improve a comment 2017-03-10 18:08:55 +01:00
Henrik Rydgard
8956a823bb If the main CPU JIT is not enabled, don't try to vertex-jit. See #9404 2017-03-10 00:18:53 +01:00
xebra
56f80ace90 [spline/bezier]Unify the word "tesselate" to "tessellate". 2017-03-09 18:04:16 +09:00
xebra
29791faf00 [spline/bezier]Fix the avoiding of "crazy tessellation factor" was not working. 2017-03-09 17:56:19 +09:00
xebra
8d7f3f1e0c [spline/bezier]Fix not enough spline buffer causes crash. 2017-03-09 16:12:24 +09:00
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
a895936913 More log cleanup. Fix resize issue: Fixes #9392 2017-03-06 13:50:22 +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 Rydgård
18898fb965 Merge pull request #9388 from LunaMoo/PostShaderRefresh
Add PostShader option to force 60fps for animated effects
2017-03-05 21:56:03 +01:00
LunaMoo
2b0ab12c4d Add PostShader option to force 60fps for animated effects 2017-03-05 15:04:22 +01:00
Henrik Rydgard
a04e24c300 Further D3D11 on mobile fixes 2017-03-05 14:05:04 +01:00
Henrik Rydgard
7b3f84aae8 More buildfixes for Windows on ARM 2017-03-05 10:52:08 +01:00
xebra
7364dbea3b [spline/bezier]Implement hardware tessellation on D3D11. 2017-03-04 22:53:40 +09:00
xebra
a0907ab7bb [spline/bezier]Fix shared uniform a bit. 2017-03-04 22:53:39 +09:00
Henrik Rydgard
a272a4ee3f Improve error message on vertex decoder compile fail. Also disable a broken vertex JIT function until it can be fixed. 2017-03-03 14:19:36 +01:00
xebra
f9ab61a005 [spline/bezier]Implement hardware tessellation on Vulkan. 2017-02-25 19:28:15 +09:00
Henrik Rydgard
03dab0fdbd More UWP prep 2017-02-25 09:57:22 +01:00
Henrik Rydgard
fa80cfa4aa Additional UWP preparations 2017-02-25 09:57:14 +01:00
Henrik Rydgard
f5fa238e22 More minor changes to make GPU and native build on UWP later 2017-02-24 20:26:38 +01:00
Henrik Rydgård
f065f100ee Merge pull request #9352 from LunaMoo/upscalingStuff
Minor workaround for 5xBR
2017-02-23 23:04:36 +01:00
Henrik Rydgard
b1971d266b Protect Unswizzle from bad alignment of the destination. Might help #9134 2017-02-23 23:03:01 +01:00
LunaMoo
d6c2944aac Minor workaround for 5xBR,
Also screen scaling filter for upscaling filters that also happen to use postShaderAtOutputResolution_.
2017-02-23 22:54:50 +01:00
Henrik Rydgard
98763655e7 Plug a memory leak in the GLES texture cache. Fixes #9089 2017-02-23 22:41:13 +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
86f0be7724 Another shader function replacement 2017-02-23 20:29:53 +01:00
Henrik Rydgard
ccef648d3d Complete implementation of post shaders for D3D11. All work except 5x scale one which looks wrong. 2017-02-23 14:51:05 +01:00
Henrik Rydgard
f1e015f577 Basic postshader translation to D3D11 works. On-the-fly switching seems broken though. 2017-02-23 12:42:28 +01:00
Henrik Rydgard
e7612c13da Initial work on post-shader translation for D3D11 2017-02-23 12:42:24 +01:00
Henrik Rydgard
0954ecf28c D3D11: Expand 16-bit texture formats to 32-bit if they are not supported, like on Windows 7. Part of issue #9317 2017-02-22 17:31:01 +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
f772066c54 Remove some unnecessary error handling paths 2017-02-21 11:29:51 +01:00
Henrik Rydgard
78abf7453c Add some comments and a sanity check, fix a minor leak 2017-02-21 10:58:21 +01:00
Henrik Rydgard
195eb94c8e Texcache: Keep pointers to entries instead of full entries in the map. 2017-02-20 00:45:07 +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
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
b14e10632d Take the mapping direction into account in AnalogTestScreen. Hopefully will solve #9300. 2017-02-19 14:33:59 +01:00
Henrik Rydgard
b0cdcfca3c D3D11: Proper fix for DXT5 crash. May also help #9134. 2017-02-18 02:41:17 +01:00
Henrik Rydgard
5a0ee6cc36 Add some plumbing to be able to reach DX11.1 features. 2017-02-18 01:54:28 +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
2fabe3e1c5 Fix a number of resource leaks, both D3D11-only and general.
Additionally, fix D3D11 BlitFramebuffer
2017-02-17 19:23:01 +01:00
Henrik Rydgard
b7f58a6704 D3D11 depal: Directly index into the texture using Load() instead of messing with samplers. 2017-02-17 17:15:00 +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 Rydgård
a99bad046b Merge pull request #9314 from hrydgard/unify-postproc
Unify postprocessing-related framebuffer code
2017-02-16 16:37:06 +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
Henrik Rydgard
f95ab4a0fa One more step 2017-02-15 21:51:39 +01:00
Henrik Rydgard
8f48816baa Move CalcShaderUniforms to FramebufferCommon 2017-02-15 21:51:38 +01:00
Henrik Rydgard
dfc71f32cb Initial work on shader translation using glslang+spirv-cross 2017-02-15 21:51:33 +01:00
xebra
59fd5da438 Fix fake mipmap hacks. 2017-02-15 22:07:58 +09:00
xebra
e2f9dc8f28 Add support compat to fake mipmap hacks. 2017-02-15 01:02:51 +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
373c6ba12f More D3D11 fixes, hopefully without breaking DX9 2017-02-13 02:07:27 +01:00
Henrik Rydgård
328201978f D3D11: Prepare for dual src blending support 2017-02-12 17:10:04 +01:00
Henrik Rydgård
3b12ac5f05 D3D11: Stencil and scissor work 2017-02-12 17:09:53 +01:00
Henrik Rydgård
4f2fb10347 Further D3D11 fixes 2017-02-12 16:14:14 +01:00
Henrik Rydgård
6efdde9ea4 D3D11: Fix build issue in Release mode. Triangle fan workaround. 2017-02-12 12:12:36 +01:00
Henrik Rydgård
4fbb537c92 Assorted D3D11 fixes 2017-02-12 12:02:13 +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
5ee3b534ed More D3D11 improvements 2017-02-10 10:26:18 +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
06addecb3d Unify cardboard settings calculation 2017-02-07 00:19:31 +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
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