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
2ebba56758
Fix crash in LocoRoco with D3D11 when hitting a spiky (a broken texture gets created with too many mipmaps for its size)
2017-04-01 20:36:44 +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
e6af91f1b0
[spline/bezier]Trying to fix a problem that wrong texture format causes a crash.
2017-03-23 23:57:03 +09:00
Henrik Rydgård
5e2d5fdcab
Merge pull request #9486 from xebra/fake_mipmap
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Add support fake mipmap hacks to D3D11.
2017-03-23 09:57:33 +01:00
xebra
d475c752d4
Add support fake mipmap hacks to D3D11.
2017-03-23 15:14:49 +09:00
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
Unknown W. Brackets
1932f4097b
Fix a type conversion warning.
2017-03-20 07:21:54 -07:00
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
Henrik Rydgard
c502692490
Minor cleanup
2017-03-19 18:00:57 +01:00
Henrik Rydgard
1566ab9ac3
With this, lens flare works in 2x+ in Burnout Legends. #9361
2017-03-19 17:54:21 +01:00
Henrik Rydgard
2eed2a28c7
D3D11: Avoid a framebuffer copy when reading back data if rendering at 1x
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Fix the size of the framebuffer copy.
2017-03-19 17:54:21 +01:00
Unknown W. Brackets
9b42515ef7
D3D11: Correct GE debugger stencil value display.
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When hovering over a pixel, if we send a float, it won't show the 0-255
value, which we'd prefer for stencil values. This is the easy fix.
2017-03-19 07:45:52 -07:00
Henrik Rydgard
ef26ee267d
D3D11: Get rid of a forgotten half pixel offset. Improves #9361
2017-03-19 14:57:48 +01:00
Henrik Rydgard
478b5dcbe1
Fix bug in D3D11 framebuffer readbacks, helps #9361 , though seems off by half a pixel?
2017-03-19 14:22:06 +01:00
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 0bbb61e5d2
.
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
ae2c0193b8
D3D11: Report unexpected self-renders.
2017-03-18 13:52:30 -07:00
Henrik Rydgard
23367925f1
Change a PanicAlert to an ERROR_LOG. Should possibly report..
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http://forums.ppsspp.org/showthread.php?tid=1310&page=3
Add a comment.
2017-03-18 21:25:30 +01:00
Unknown W. Brackets
48a5488bf3
Merge pull request #9442 from hrydgard/clut-texture-format-compatibility
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D3D11: Expand 16-bit CLUT textures to 32-bit if not supported.
2017-03-17 12:57:12 -04:00
Henrik Rydgård
5d613bf565
Set pitch correctly when uploading converted CLUT textures
2017-03-17 16:56:45 +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 Rydgård
58c2ba987d
D3D11: Expand 16-bit CLUT textures to 32-bit if not supported.
2017-03-17 10:11:17 +01:00
Henrik Rydgård
d8abcb8d74
D3D9: Set the right Z in ApplyBounds
2017-03-17 10:00:45 +01:00
Henrik Rydgård
4fec3187e4
D3D11: Fix stencil=255 bug
2017-03-15 17:50:10 +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
Henrik Rydgard
99711815b5
Unify some ignored command table entries
2017-03-14 13:25:52 +01:00
Henrik Rydgard
d9c19cc9ee
Unify matrix, dither and signal table entries
2017-03-14 13:24:35 +01:00
Henrik Rydgard
3f795799c9
Setup a global GPU command table, and start moving stuff into it.
2017-03-14 13:21:24 +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
21d97a7947
Dirty UVSCALEOFFSET on every draw call.
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This is needed since we no longer dirty it on normal changes since we
prescale, but it's still necessary for spline/bezier which generate texture coords.
2017-03-11 13:10:38 +01:00
Henrik Rydgard
e33428414f
Restore flushing the GPU pipeline on changes to CLIPENABLE, as per @unknownbrackets' comments. Also remove a redundant dirtying of textures.
2017-03-11 13:10:38 +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
7520c0e273
UWP: Don't try to use dual source blending on D3D9 feature level devices.
2017-03-10 00:12:57 +01:00
Henrik Rydgård
7be5a18ef8
Don't need a uint in the stencil draw shader
2017-03-10 00:11:02 +01:00
Henrik Rydgård
e74749f2b2
A function renamed, some logging improvements
2017-03-10 00:11:00 +01:00