Pierre Bourdon
07ff8379ba
Merge pull request #3647 from stenzek/d3d12-fences
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D3D12: Multiple fixes (texture cache, fences, MSAA, CPU EFB access)
2016-02-29 16:49:03 +01:00
Pierre Bourdon
961901daae
Merge pull request #3355 from mimimi085181/partial-texture-updates-check-dimensions
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Partial texture updates: Check the dimensions of the efb copy
2016-02-29 00:49:48 +01:00
Stenzek
0a96e2f531
D3D11: Fix texture dumping, for both single and multi-mip textures
2016-02-28 17:24:47 +10:00
Stenzek
c793459b88
D3D12: Fixed issue where EFB copies could end up corrupted after reset
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Also prevents previously-released textures from ending up in a descriptor
table.
2016-02-28 17:24:46 +10:00
Stenzek
74275bdfe3
D3D12: Don't keep screenshot/encoder buffers mapped
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Readback heaps do not support persistent mapping. See D3D12 docs.
2016-02-28 17:24:09 +10:00
Stenzek
c4d79d6db3
D3D12: Add helper method for setting both viewport and scissor rect
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Simplfies making changes, as well as keeping the two in sync.
2016-02-28 17:18:46 +10:00
Stenzek
13e143de38
D3D12: Optionally prevent StreamBuffer from executing command list
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This applies to callers that do not have full knowledge of the command
list state, and thus, cannot restore it should allocations cause command
list execution. Instead we reallocate a new buffer. Should not happen
often enough for this to be a concern, as it's mainly for the utility
classes.
2016-02-28 17:18:46 +10:00
Stenzek
04257029e0
D3D12: Don't enumerate outputs, it's not used anywhere
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The D3D12 backend does not support exclusive fullscreen.
2016-02-28 17:18:45 +10:00
Stenzek
9efe66509d
D3D12: Fix crash/errors when switching MSAA modes while running
2016-02-28 17:18:44 +10:00
Stenzek
1d909ec7a4
D3D12: Implement non-blocking EFB access when EFB has not been modified
2016-02-28 17:18:43 +10:00
Stenzek
6bbf836ea9
D3D12: Simplify and fix MSAA EFB depth copy path
2016-02-28 17:18:43 +10:00
Stenzek
649b94338e
D3D12: Cleanup/refactoring of teardown process
2016-02-28 17:18:42 +10:00
Stenzek
759b77474d
D3D12: Use std::thread for worker thread
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Using CreateThread can create issues if any CRT calls are made, as
thread-specific data may not be initialized. Additionally, TerminateThread
is not a good idea for similar reasons, and may not free CRT resources.
2016-02-28 17:18:41 +10:00
Stenzek
ffe0e326d2
D3D12: Use stream buffer for CD3DFont
2016-02-28 17:18:40 +10:00
Stenzek
5c1a708977
D3D12: Clean up debug device creation path
2016-02-28 17:18:39 +10:00
Stenzek
efbb85da43
D3D12: Improve robustness of command allocator and fence tracking
2016-02-28 17:18:39 +10:00
Stenzek
2f7870b046
D3D12: Don't add fence tracking entries without buffer offset changes
2016-02-28 17:18:38 +10:00
Stenzek
31bc0cf2c3
D3D12: Don't clear texture SRV on destruction, as it may still be in use
2016-02-28 17:18:37 +10:00
Mathew Maidment
05e431d5b5
Merge pull request #3645 from lioncash/dxmem
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D3D12: Get rid of most explicit delete and new usages
2016-02-16 22:54:04 -05:00
Mathew Maidment
96e48c3c9f
Merge pull request #3644 from lioncash/shadercache
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ShaderCache: Minor changes
2016-02-16 22:52:39 -05:00
Chris Burgener
6fe3a3004d
Rename Direct3D to Direct3D 11
2016-02-16 22:43:21 -05:00
Lioncash
6b08194728
D3D12: Get rid of safe deletion macros
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Anything these macros provided can be obsoleted by using
the correct standard library types.
2016-02-16 02:09:06 -05:00
Lioncash
626fcf4c15
D3DStreamBuffer: Use size_t within the class interface
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A few StreamBuffer instances take arguments that are actually size_t,
and this will cause truncation warnings during argument forwarding
with make_unique.
2016-02-16 02:08:52 -05:00
Lioncash
932dd14418
NativeVertexFormat: Add missing override specifier
2016-02-15 23:41:20 -05:00
Lioncash
69c82f32ff
NativeVertexFormat: Use in-class initialization
2016-02-15 23:40:34 -05:00
Lioncash
6c0db9fe3c
ShaderCache: Remove unnecessary template type specifications
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These are already inferred through the passed in arguments.
2016-02-15 23:32:30 -05:00
Lioncash
53fe5a04ec
ShaderCache: Remove unnecessary null checks
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We already bail out if the shader compilation fails.
Also, there would have already been a nullptr dereference in
InsertByteCode prior to reaching this point.
2016-02-15 23:29:30 -05:00
Lioncash
a22f2e1144
D3DBase: Fix missing return statement
2016-02-15 21:15:43 -05:00
hdcmeta
8cc686b360
D3D12: Initial commit for D3D12 backend implementation.
2016-02-15 09:48:25 -08:00
mimimi085181
bb4d636f34
Copy all layers of textures with CopyRectangleFromTexture
2016-02-14 21:17:06 +01:00
mimimi085181
99555a35ca
For partial texture updates check the dimensions of the efb copy and the target texture, not just the binary size.
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This should get Donkey Kong Country Returns characters to be as broken as they should be. They will be fixed in a later pr.
Expected result is:
efbtex: characters are always flickering or invisible, no matter what scaling or IR setting
efb2ram: characters are always working properly at 1xIR, no matter what scaling or IR setting
2016-02-14 17:13:51 +01:00
Lioncash
1df1ba55bb
VideoCommon: Convert some DataReader includes into forward declarations
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Gets rid of some indirect inclusions in cpp files.
Also this will reduce the amount of rebuilt files if
changes occur in the DataReader header.
2016-01-31 15:19:20 -05:00
Ryan Houdek
e1f21602fd
Merge pull request #3426 from Sonicadvance1/ES_fix_framedump
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Add support for framedumping to OpenGL ES.
2016-01-28 18:24:32 -05:00
Lioncash
5ebd1e215b
Fifo: Make g_bSkipCurrentFrame a TU-local variable
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This is only ever queried, making it a global isn't necessary.
2016-01-25 05:23:14 -05:00
Lioncash
e187c55bdd
OpcodeDecoder: Add namespace
2016-01-24 01:31:36 -05:00
Pierre Bourdon
be1a9e4231
Merge pull request #3518 from Sonicadvance1/blacklist_sandy
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Blacklist Sandy Bridge on mesa from using geometry shaders.
2016-01-20 19:32:56 +01:00
Ryan Houdek
3dda36bc5b
Blacklist Sandy Bridge on mesa from using geometry shaders.
2016-01-20 12:13:21 -06:00
Pierre Bourdon
24c228c6e9
Merge pull request #3523 from lioncash/video
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VideoCommon: Header cleanup
2016-01-18 02:24:50 +01:00
Lioncash
d9fec92628
VideoCommon: Header cleanup
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Also remedies places where the video backends and core rely on things
being indirectly included.
2016-01-17 20:11:45 -05:00
Stenzek
edebadc093
PixelShaderGen: Use bitwise AND for wrapping indirect texture coordinates
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(x % y) is not defined in GLSL when sign(x) != sign(y).
This also has the added benefit of behaving the same as sampler wrapping modes, in regards to negative inputs.
2016-01-15 19:46:38 +10:00
Jules Blok
48b60649af
Merge pull request #3495 from Armada651/d3d-float
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D3D: Use a 32-bit floating point depth buffer.
2016-01-14 00:39:23 +01:00
degasus
5f244abf28
Fifo: Create a "Fifo" namespace.
2016-01-12 23:28:26 +01:00
degasus
0c92603fd5
Merge VideoBackendHardware into VideoBackend.
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And rename it to VideoBackendBase because of conflicts within the backends itself.
2016-01-12 23:18:58 +01:00
Jules Blok
8158d291aa
D3D: Use the full depth range for Z pokes.
2016-01-11 22:27:41 +01:00
Jules Blok
129975233f
D3D: Use a 32-bit floating point depth buffer.
2016-01-11 22:27:40 +01:00
Ryan Houdek
5a549ef663
[Android] Add support for rotation and minimizing the application
2016-01-10 13:00:32 -06:00
Pierre Bourdon
e7fbd1fd50
Merge pull request #3439 from Armada651/depth-range
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Render: Clamp the z range to the full range.
2016-01-10 19:09:57 +01:00
Ryan Houdek
b4eb5d8e3f
Disable geometry shaders on mesa AMD/ATI drivers.
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Causes misrenderings in games that uses them.
2016-01-09 15:09:37 -06:00
Tillmann Karras
98ea1f773a
VideoSW: fix some warnings
2016-01-09 10:38:07 +01:00
Ryan Houdek
3f15aa4b57
Add support for framedumping to OpenGL ES.
2016-01-09 00:21:20 -06:00