Commit Graph

1138 Commits

Author SHA1 Message Date
Scott Mansell 066b6b0bcb OpenGL: Cache query to max texture size.
This showed up really high when I was profiling things.
2016-03-26 03:14:39 +13:00
mimimi085181 e4f984d5dd Minor fixes to the partial updates code
- remove an outdated comment about the efb to ram and scaled efb restriction
- when upscaling efb copies, mark the new texture as efb copy
- dx12 fixes for the src box, especially the number of layers for 3D
2016-03-16 22:24:11 +01:00
degasus ab44d2ec5c VideoSW: Drop SetTevReg for colors. 2016-03-06 11:05:49 +01:00
degasus 7a154181b4 VideoSW: Drop SetScissor().
Just access the global state directly.
2016-03-06 10:24:28 +01:00
degasus 8b0fd623e5 VideoSW: Drop SetViewOffset.
Just use the global state.
2016-03-06 10:22:44 +01:00
Mathew Maidment c2802f96a6 Merge pull request #3655 from jcowgill/spelling-fixes
Fix some very minor spelling mistakes
2016-03-02 14:04:05 -05:00
EmptyChaos cc36dec9b5 D3D12: Cleanup DX12::Renderer::SetSamplerState
Remove uninitialized non-static variable. Replace test to avoid unnecessary state changes with a simpler one.
2016-03-01 23:55:19 +11:00
Pierre Bourdon 07ff8379ba Merge pull request #3647 from stenzek/d3d12-fences
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
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
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
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
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
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
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
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
James Cowgill db8dbae131 Fix some very minor spelling mistakes
Found by Lintian https://lintian.debian.org/
2016-02-19 01:48:10 +00:00
Mathew Maidment 05e431d5b5 Merge pull request #3645 from lioncash/dxmem
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
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
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
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
These are already inferred through the passed in arguments.
2016-02-15 23:32:30 -05:00
Lioncash 53fe5a04ec ShaderCache: Remove unnecessary null checks
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.
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
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
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
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
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
VideoCommon: Header cleanup
2016-01-18 02:24:50 +01:00
Lioncash d9fec92628 VideoCommon: Header cleanup
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
(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
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