Commit graph

660 commits

Author SHA1 Message Date
Henrik Rydgård
d8263d50f4 Make the signature of all the SetFramebufferSamplingParams the same 2020-09-14 00:04:39 +02:00
Henrik Rydgård
46b3fb0821 Workarounds for D3D9's very limited mip level control. 2020-09-14 00:04:39 +02:00
Henrik Rydgård
b81e0669e6 TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan. 2020-09-14 00:04:39 +02:00
Henrik Rydgård
a4c071261b TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry 2020-09-13 16:40:37 +02:00
Henrik Rydgård
3dff9781fc Fix GetCurrentTextureDebug 2020-09-13 09:33:06 +02:00
Henrik Rydgård
f6db1c2b01 Show how many times we evaluate framebuffers per frame in debug statistics. 2020-09-12 15:37:03 +02:00
Henrik Rydgård
41eee6a1a4 Decouple framebuffers from texcache entries entirely. 2020-09-12 14:25:50 +02:00
Unknown W. Brackets
cbeeb8fdf1 GPU: Allow culling in through mode.
It works per tests and is used in Soul Caliber.  Fixes #13400.
2020-09-08 15:52:01 -07:00
Unknown W. Brackets
e32524c544 GPU: Remove ReliableHash aliases.
Let's just use XXH32/XXH64 directly in texture replacements, clearer
anyway.
2020-08-28 01:15:22 -07:00
Unknown W. Brackets
7f812a5d9a GPU: Hash CLUT using XXH3 with replacements off.
It's faster, but if texture replacements are enabled, we want the hash to
stay the same.
2020-08-27 20:46:39 -07:00
Unknown W. Brackets
15c25be42b GPU: Switch vertex/lookup hashes to XXH3.
This is faster pretty much everywhere.
2020-08-27 20:37:49 -07:00
Henrik Rydgård
506a86300d More explicit invalidation of any cached state in Thin3D. Fixes #13307 2020-08-22 00:30:29 +02:00
Henrik Rydgård
0bf6bd9175 More Log.h cleanup. 2020-08-16 14:48:54 +02:00
Henrik Rydgård
8db6599e77 Buildfixes 2020-08-16 12:48:09 +02:00
Henrik Rydgård
5d64fc5ff1 Switch to PPSSPP's assert functions (don't use the system's) 2020-08-16 10:01:10 +02:00
Henrik Rydgård
ccc0331279 Move timeutil to Common. (Experiment to see how much work it is to move these). 2020-08-15 20:53:08 +02:00
Henrik Rydgård
b43698a13d Remove most instances of base/logging.h from Common, Core, GPU, more 2020-08-15 19:08:44 +02:00
Unknown W. Brackets
b8342fb8ec SaveState: Rename ChunkFile files to Serialize.
Makes more sense and less weird than ChunkFileDoMap, etc.
2020-08-10 08:04:05 +00:00
Henrik Rydgård
eadd3c5785 Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
Required fixing a bug in ShaderUniforms.cpp (used by D3D11 and Vulkan,
the two backends that previously exposed LARGE_VIEWPORTS).
2020-08-05 19:03:08 +02:00
Henrik Rydgård
d57edfbdac Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency 2020-08-03 23:17:22 +02:00
Henrik Rydgård
e9d0b5b90f D3D11 - don't forget to unbind secondary texture when we need to unbind.
Fixes Patapon 3 error reported in #13132.
2020-07-23 22:23:55 +02:00
Henrik Rydgård
c5e0b799d9 Remove category from _assert_msg_ functions. We don't filter these by category anyway.
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Henrik Rydgård
bb6219e402
Merge pull request #12921 from unknownbrackets/postshader
Use less FBOs for chained post-processing shaders
2020-07-13 18:52:53 +02:00
Henrik Rydgård
6009bf7b74
Merge pull request #12952 from unknownbrackets/vulkan-safesize
Vulkan: Match safe size behavior on all backends
2020-07-13 15:59:09 +02:00
Unknown W. Brackets
9ef521d945 GPU: Avoid immediate postshader FBO recreate.
Before, we created things at the wrong size, then recreated at the right.
Now we just start at the correct size once.
2020-06-12 12:35:35 -07:00
Henrik Rydgård
737688a22a Annotate calls to RebindFramebuffer with their cause. 2020-06-02 09:51:38 +02:00
Henrik Rydgård
370678c498 Do a similar thing for D3D (let the backend handle the dirtying). 2020-05-24 20:57:59 +02:00
Unknown W. Brackets
ea1f0a1195 Vulkan: Match safe size behavior on all backends.
Before, we would not mark a safe size for some Vulkan clears where depth
was not cleared, deviating from other backends.  We also never detected
that on PowerVR.  This makes things more consistent.
2020-05-23 00:25:39 -07:00
Henrik Rydgård
fabe987c8f Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step"). 2020-05-21 11:24:05 +02:00
Unknown W. Brackets
4ef4325fdb GPU: Avoid unnecessary clear on stencil upload.
In this common case, we've typically just bound the buffer to upload a
texture to it.  No need to start a new render pass.

This dodges #12927 but doesn't really fix the underlying issue.
2020-05-18 21:36:06 -07:00
Unknown W. Brackets
32a7e7345e GPU: Centralize framebuffer download.
And try not to use a potentially-null nvfb.  Primarily this can happen on
Direct3D backends.
2020-05-17 10:59:33 -07:00
Unknown W. Brackets
7024a2877d GPU: Take A off RGB565 conversion funcs. 2020-05-13 18:17:58 -07:00
Unknown W. Brackets
22e46b51c2 GPU: Centralize DestroyAllFBOs().
This cleans up the postshader update code.
2020-05-13 18:15:04 -07:00
Unknown W. Brackets
2faab0e082 GPU: Use postshader for direct VRAM draws again.
Also centralize the pixel texture code while at it.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
762b656ea2 GPU: Use a texture directly for MakePixelTexture.
This makes it easier to do things with it.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
fa6544b737 GPU: Cleanup leftover postshader stuff. 2020-05-13 18:10:09 -07:00
Unknown W. Brackets
cb94487a16 GPU: Move post shader handling to new class.
Currently, Vulkan is not working properly and direct (RAM -> output) is
not hooked up.  But in general, it works.
2020-05-13 18:10:06 -07:00
Unknown W. Brackets
d39b0bdca2 GPU: Split FramebufferCommon into two classes.
Only some things moved over so far.

FramebufferCommon does too much, we want to share it with softgpu without
all the buffer management stuff.
2020-05-13 18:07:22 -07:00
Henrik Rydgård
c1d32e8b3e D3D11: Better set current texture to null first, otherwise we can run into another issue. 2020-05-10 23:42:52 +02:00
Henrik Rydgård
73c253e2ac D3D11: Fix a bind ordering issue in depal (only a problem with debug layer enabled) 2020-05-10 23:10:57 +02:00
Unknown W. Brackets
ef43ec5f33 GPU: Split up software transform into phases. 2020-05-08 23:09:24 -07:00
Unknown W. Brackets
4ea5d165f5 D3D11: Always use accurate depth.
The Direct3D APIs use a "min" and "max" value, and it's required that min
must be less than or equal to max.  If this requirement is not met, the
viewport parameters are not updated.

We forced accurate depth on for NVIDIA and AMD, but this just meant Intel
was still broken and less people were reporting bugs about it.

Although the PSP GE has depth viewport transform, this is not used for
clipping and is not actually the depth range.  The minz and maxz GE
registers are the depth range, and minz must be less than or equal to maxz
for drawing to occur.
2020-04-18 22:34:33 -07:00
Unknown W. Brackets
ac60e2ecd4 GPU: Track HW tess at start of frame too.
This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
2020-04-04 11:52:32 -07:00
Unknown W. Brackets
c42fb72419 GPU: Update uniforms w/ consistent render mode too. 2020-04-04 11:03:07 -07:00
Unknown W. Brackets
ad98609819 GPU: Use consistent buffered rendering state.
The setting can be changed in Qt and Windows between frames, so let's
track the current setting in most places.  This is everywhere fbman is
easily accessible.
2020-04-04 10:51:47 -07:00
Unknown W. Brackets
cebcfb1bbd GPU: Use old frame when presenting a skip.
If we flip using a skipped frame, we may show an even older frame causing
weird flickering.
2020-03-01 13:55:28 -08:00
Unknown W. Brackets
3c1e8abcfe GPU: Centralize vsync interval logic.
We already do unthrottle checking here.
2020-02-29 22:27:00 -08:00
Henrik Rydgård
767b1e45b2 Fix the build - there's a Vec3 name collision, fixed it using a namespace. 2019-10-22 22:58:10 +02:00
vnctdj
0ec0c6eb92 Remove the related #include
Following https://github.com/hrydgard/ppsspp/pull/12030
Oops, I forgot to check if it was still needed...
2019-05-12 16:38:37 +02:00
vnctdj
80807675f1 Delete 2 unused i18n category pointer declarations 2019-05-11 23:47:37 +02:00