Commit graph

2573 commits

Author SHA1 Message Date
Unknown W. Brackets
32a07b9aa9 Texcache: Sprinkle comments on the secondary cache. 2017-03-26 10:18:43 -07:00
Henrik Rydgard
c8187dd35c If an entry already exists in the secondary texture cache, delete it properly. Fixes #9503 2017-03-26 18:33:11 +02:00
Unknown W. Brackets
bc31415bfc Texcache: Fix "reuse changed textures".
Broken by 9876365, which stopped generating new texture names/ptrs.
2017-03-25 15:30:58 -07:00
Unknown W. Brackets
bb39c2e458 Texcache: Rehash textures after mem invalidation.
Before, we were doing this when we enqueued.  We need to at least do this
when an invalidation is triggered.
2017-03-25 11:49:15 -07:00
Unknown W. Brackets
7fb7a4877d Texcache: Cleanup last bound tex invalidation.
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
xebra
f4737cc1fa Fix f14b7549. 2017-03-24 00:02:18 +09:00
xebra
e6af91f1b0 [spline/bezier]Trying to fix a problem that wrong texture format causes a crash. 2017-03-23 23:57:03 +09:00
xebra
f14b75492d [spline/bezier]Split SendDataToShader() into two functions. 2017-03-23 23:28:38 +09:00
Henrik Rydgård
22782b6439 UWP: Fix DPI calculations for touch. Implement back button support. 2017-03-23 10:02:29 +01:00
Henrik Rydgård
86990b3752 Disable shader translation on UWP mobile for now (TLS issues) 2017-03-23 10:02:28 +01:00
Henrik Rydgård
4151fc5250 Adjust DIRTY_ALL_UNIFORMS to match the new reality. 2017-03-23 09:55:50 +01:00
Unknown W. Brackets
3fbb545451 Allow MakePixelTexture to use a subrange.
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
Unknown W. Brackets
d4ff7cc928 Spline: Simplify uniforms/dirty to one check.
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
a1f59deafe Fix some type narrowing warnings and typos. 2017-03-19 07:44:31 -07:00
Unknown W. Brackets
18484bed3d D3D11: Correct non-palette 16 bit textures on Win7.
These weren't being expanded.
2017-03-18 20:10:21 -07:00
Unknown W. Brackets
41dacb792c Texcache: Reduce duplicated expand32 code. 2017-03-18 20:09:38 -07:00
Unknown W. Brackets
e9625707fa x86: Implement Jit_TcU16Through.
This just ports the updateSide logic from other types.
2017-03-18 13:44:47 -07:00
Unknown W. Brackets
b21c081860 Texcache: Clarify STATUS_FREE_CHANGE usage. 2017-03-18 12:08:06 -07:00
Unknown W. Brackets
404c61d77d Minor typo fixes. 2017-03-18 11:51:05 -07:00
Unknown W. Brackets
d0ea5ed72b Texcache: Always mark videos as freq changing.
This prevents scaling of the first frame in some cases, when later frames
would also not be scaled.  Improves performance and reduces frame
mismatch.
2017-03-18 11:49:30 -07:00
Unknown W. Brackets
30ff5d6cdb Texcache: Apply freq change flag to minihash fail.
Previously, by mistake, only full hash fails could flag a frequently
changing texture - minihash checks skipped this, causing scaling
performance issues.

Fixes #9125.
2017-03-18 11:44:06 -07:00
Unknown W. Brackets
bea6d787c0 Texcache: Cleanup some code formatting.
Makes it more readable.  No functional impact.
2017-03-18 11:43:26 -07:00
Henrik Rydgård
94f16e3b7c GPU: Move "if (resized_)" to BeginHostFrame to avoid desynchronized settings.
Also wipe the input layout cache on D3D11 on resize.

Fixes #9438.
2017-03-17 11:26:11 +01:00
Henrik Rydgård
17a250df7a Always trigger gpu->Resized when exiting GameSettingsScreen.
Strangely, this does NOT help #9438.
2017-03-17 10:27:49 +01:00
Henrik Rydgard
45a99bbe33 Eliminate annoying warning in non-buffered rendering mode 2017-03-14 10:19:49 +01:00
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