Henrik Rydgård
6669fd0879
Buildfix
2017-05-26 16:42:38 +02:00
Henrik Rydgård
1d96ead852
Remove "Always Depth Write" setting. One step forward for #8171
2017-05-26 10:23:45 +02:00
Unknown W. Brackets
c4d1863ded
GPU: Consistently bias const mip levels.
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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.
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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
33ade5f916
GLES: Avoid MIN/MAX LOD without LOD control flag.
2017-04-23 10:51:25 -07:00
Unknown W. Brackets
f3db8bccad
GLES: Support AUTO and CONST mip bias.
2017-04-22 18:40:18 -07:00
Unknown W. Brackets
98ba7afa83
Destroy FBOs only on actual resize.
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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
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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.
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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.
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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
Henrik Rydgård
b0b72cd63e
Merge pull request #9510 from xebra/fix_hwtess_gles
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Fix hwtess gles
2017-03-28 13:17:32 +02:00
xebra
73a898df2a
GLES:Fix again compatibility for instanced rendering.
2017-03-28 19:49:37 +09:00
Unknown W. Brackets
67fb745278
Merge pull request #9505 from hrydgard/remove-gl-bgra-path
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Remove BGRA path from GLES.
2017-03-26 10:43:45 -04:00
xebra
04e1e1a460
GLES:Fix compatibility checks for instanced rendering.
2017-03-26 19:00:20 +09:00
Henrik Rydgard
10f144ef2e
Remove BGRA path from GLES. Less code to test and support and it does no longer appear to have any benefit. See new comments in #5874
2017-03-26 11:39:25 +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
xebra
ca7f265b11
[spline/bezier]Change all backends vertex texture format to RGBA(16 bytes).
2017-03-24 13:29:05 +09:00
Unknown W. Brackets
1b02734e56
GL: Avoid common-case shuffling video/raw draws.
2017-03-22 21:00:28 -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
Henrik Rydgård
7eb13a6861
Merge pull request #9463 from unknownbrackets/resize
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Fix crash on resize due to overridden property
2017-03-20 09:14:00 +01:00
Unknown W. Brackets
d4ff7cc928
Spline: Simplify uniforms/dirty to one check.
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This makes backends more consistent in which values they use, and reduces
the (relatively uncommon compared to other drawcalls) dirty checks for
splines.
2017-03-19 20:05:56 -07:00
Unknown W. Brackets
ade110bcc8
Fix crash on resize due to overridden property.
2017-03-19 16:38:42 -07:00
Henrik Rydgard
032c340f50
Revert "Vertexcache ComputeMiniHashRange: Doesn't make sense to hash more data than the step size."
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This reverts commit 0bbb61e5d24b7735c986496902c0b99adf88c770.
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
Unknown W. Brackets
78191e645d
GL: Avoid unnecessary stencil shader binding.
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The comment became untrue, so no need to rebind for each bit.
2017-03-18 13:47:49 -07:00
Henrik Rydgard
908193e894
Rework Android lost/restore lifecycle again. Can autorotate screen without crashing again. Should help #9295 and maybe #8906 .
2017-03-18 15:21:26 +01:00
Henrik Rydgard
378170d723
Add ability to tag objects in the gl_lost_manager
2017-03-18 13:55:15 +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 .
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(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 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