Henrik Rydgård
f086a0915f
Further cleanup after the removal of hardware skinning.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
6fa9fcefb2
Comment fixes, reindentation.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
fcdb816235
Remove gstate_c.deferredVertTypeDirty
2018-03-05 00:03:47 +01:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Henrik Rydgård
44100c6c1d
VertexLoader: Remove now-unused weights translation code
2018-03-05 00:03:47 +01:00
Henrik Rydgård
dcb773d624
Start removing support for hardware skinning.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
978f8e73e5
Remove checks that disabled software skinning if there was morph.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
66cbad443a
Add necessary decode functions to support morph+skin
2018-03-05 00:03:47 +01:00
Henrik Rydgård
45cfda4aa0
Small refactoring in VertexDecoderCommon
2018-03-05 00:03:47 +01:00
Henrik Rydgård
d3665a8482
Minor cleanup
2018-03-05 00:03:47 +01:00
Henrik Rydgård
b74634aa3b
Turn off the inner interpreter when stepping in the GE debugger. Fix comment.
2018-03-02 07:06:58 +01:00
Henrik Rydgård
c7dcb7c365
D3D9/D3D11: Fix GPU feature detection. Enforce accurate depth on nVidia as well, they no longer seem to support reverse depth so it's needed as a workaround. Fixes #10655
2018-03-01 09:38:06 +01:00
Henrik Rydgård
4130bcd416
inner interpreter: support skipping regular nops
2018-03-01 09:38:06 +01:00
Henrik Rydgård
995a1cfc61
Merge pull request #10658 from hrydgard/inner-prim-interpreter
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Execute_Prim: Add a smaller "inner interpreter" to speed long up sequences of PRIM commands
2018-02-28 21:50:05 +01:00
Henrik Rydgård
28e202a089
Buildfix, oops
2018-02-28 19:15:29 +01:00
Henrik Rydgård
83c82a5ebd
GL: Fix depal issue where we forgot to set vp/scissor properly. Update some asserts.
2018-02-28 18:45:14 +01:00
Henrik Rydgård
ef3341e34f
Don't use the inner interpreter when debug recording
2018-02-28 09:18:53 +01:00
Henrik Rydgård
292f116821
Execute_Prim: Add a smaller "inner interpreter" to avoid going back to the runloop during long sequences of PRIM commands.
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Helps performance by a quite measurable 1-4% in several PRIM-heavy games.
2018-02-28 09:18:41 +01:00
Henrik Rydgård
07afda1db0
Add an extra check to FindTransferFramebuffers to avoid misdetecting fb blits that end up out of bounds when we perform them.
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Affected Burnout Legends (which would crash the Vulkan device)
2018-02-28 01:01:45 +01:00
Henrik Rydgård
f5dd9c17cd
Add comment trying to clarify shutdown of GPU_GLES, restore the wipe, minor tweaks. Should help #10652
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This reverts commit 10be0cad96
.
2018-02-27 22:04:24 +01:00
Henrik Rydgård
14c93bdc2b
Minor code/logging cleanups.
2018-02-27 19:44:11 +01:00
Henrik Rydgård
4b784e6035
Merge pull request #10653 from hrydgard/submitprim-unify
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Unify the SubmitPrim function, and some others, between the HW backends
2018-02-26 16:17:16 +01:00
Henrik Rydgård
10be0cad96
GL: Don't wait-for-idle when shutting down the PSP GPU, it's the wrong place. Should fix #10652
2018-02-26 15:48:45 +01:00
Henrik Rydgård
a78365e73d
Remove duplicate declaration of GPUCommon::CmdFunc
2018-02-26 15:19:11 +01:00
Henrik Rydgård
0b4b2bfe9c
Avoid the most common virtual call when possible.
2018-02-26 13:51:14 +01:00
Henrik Rydgård
64ec46e705
Unify FramebufferDirty()/FramebufferReallyDirty() for the hw backends
2018-02-26 11:58:17 +01:00
Henrik Rydgård
78467d6092
Unify FastRunLoop for the hardware backends.
2018-02-26 11:52:16 +01:00
Henrik Rydgård
6a2f45c2e1
Unify UpdateCmdInfo
2018-02-26 11:48:56 +01:00
Henrik Rydgård
8cef1f0f8d
GPU: Unify command table (cmdInfo_)
2018-02-26 11:44:02 +01:00
Henrik Rydgård
a8a34fef9c
Virtualize CheckGPUFeatures
2018-02-26 11:35:37 +01:00
Henrik Rydgård
feb4694acc
Unify DispatchSubmitPrim as much as possible
2018-02-26 11:33:17 +01:00
Henrik Rydgård
967018b7f8
Unify Execute_LoadClut
2018-02-26 11:32:02 +01:00
Henrik Rydgård
c7f8f4c5ca
Unify Execute_Prim
2018-02-26 11:22:27 +01:00
Henrik Rydgård
23980065ba
Unify all the DrawEngine::SubmitPrim
2018-02-26 11:07:30 +01:00
Henrik Rydgård
eb014e8c6b
Try to be more consistent when initializing vulkan structs.
2018-02-25 12:15:29 +01:00
Henrik Rydgård
b7b5c5e211
Follow the spec rules about errors when allocating from descriptor pools
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See https://www.khronos.org/registry/vulkan/specs/1.0/man/html/vkAllocateDescriptorSets.html
2018-02-25 12:15:29 +01:00
Henrik Rydgård
8e0e5f9aa6
Extract RecreateDescriptorPool()
2018-02-25 12:15:29 +01:00
Henrik Rydgård
5d77c63216
Vulkan: Need to count allocated descsets per frame separately from the map, since tess isn't even in-frame cached.
2018-02-24 12:15:22 +01:00
Henrik Rydgård
d1a8514e72
Vulkan: Dynamically grow descriptor pools as needed. Should help #10641 and similar issues.
2018-02-24 10:24:11 +01:00
Unknown W. Brackets
506dfcb916
GLES: Fix texture scaling.
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Oops, and I had broken it again.
2018-02-22 19:58:52 -08:00
Unknown W. Brackets
4b8d8c875d
Qt: Remove old texture debug API.
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No one's testing it and it's not the best way. We have a better
implemented API and should use it instead.
2018-02-19 09:09:35 -08:00
Unknown W. Brackets
ecd1a04e44
GLES: Fix unpack misalignment, Qt debugger freeing.
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We no longer use unpack, so we should always decode to w not bufw.
2018-02-19 09:02:22 -08:00
Henrik Rydgård
8fcaa651a5
Merge pull request #10627 from unknownbrackets/gl-aligned
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GLES: Properly free when upscaling textures
2018-02-19 10:08:41 +01:00
Unknown W. Brackets
438951f844
GLES: Properly free when upscaling textures.
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Oops. Fixes crash introduced by #10603 .
2018-02-18 19:03:31 -08:00
Henrik Rydgård
78449ce675
Merge pull request #10624 from unknownbrackets/texcache
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TexCache: Decimate CLUT variants more often
2018-02-18 22:02:18 +01:00
Unknown W. Brackets
e97046da4e
TexCache: Decimate aggressively with many variants.
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It should be safe to decimate after fewer frames with a threshold like
this.
2018-02-18 12:29:14 -08:00
Unknown W. Brackets
d61fd5f6a6
TexCache: Decimate CLUT variants more often.
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When creating a new texture, we determine if it has CLUT variants and
decimate more often.
2018-02-18 12:29:01 -08:00
Henrik Rydgård
7421f2aff6
Postprocessing: Fix bug where scissor cut off the image if render resolution > display resolution
2018-02-12 14:10:54 +01:00
Henrik Rydgård
88e8229159
GL: Need to recompile postshaders on Resized() (which is a bit of a misnomer)
2018-02-12 14:01:52 +01:00
Unknown W. Brackets
0474ff5c23
GLES: Use aligned memory for textures.
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We use SSE on them, and they used to be aligned, and must be aligned in
PSP RAM, so keep them aligned.
This only really affects 32-bit, since allocs will typically be aligned on
64-bit anyway.
Fixes #10601 .
2018-02-11 08:13:57 -08:00