Henrik Rydgård
f967e206b8
Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
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Also this is good for terminology, no more confusion with the texture
replacement facility :)
2018-03-25 10:50:37 +02:00
Henrik Rydgård
2d33d526b8
Remove some remains of software skinning
2018-03-16 20:38:05 +01:00
Henrik Rydgård
7a8310ae5e
Tiny unification of code. Save the GL shader cache a bit less often.
2018-03-13 13:35:58 +01:00
Henrik Rydgård
d8651fd85b
Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
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Probably a very small perf optimization.
2018-03-12 11:17:45 +01:00
Henrik Rydgård
8ff5704fbf
Fix indentation mistake, minor cleanup.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
f086a0915f
Further cleanup after the removal of hardware skinning.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
6fa9fcefb2
Comment fixes, reindentation.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Henrik Rydgård
c7dcb7c365
D3D9/D3D11: Fix GPU feature detection. Enforce accurate depth on nVidia as well, they no longer seem to support reverse depth so it's needed as a workaround. Fixes #10655
2018-03-01 09:38:06 +01:00
Henrik Rydgård
64ec46e705
Unify FramebufferDirty()/FramebufferReallyDirty() for the hw backends
2018-02-26 11:58:17 +01:00
Henrik Rydgård
78467d6092
Unify FastRunLoop for the hardware backends.
2018-02-26 11:52:16 +01:00
Henrik Rydgård
6a2f45c2e1
Unify UpdateCmdInfo
2018-02-26 11:48:56 +01:00
Henrik Rydgård
8cef1f0f8d
GPU: Unify command table (cmdInfo_)
2018-02-26 11:44:02 +01:00
Henrik Rydgård
a8a34fef9c
Virtualize CheckGPUFeatures
2018-02-26 11:35:37 +01:00
Henrik Rydgård
feb4694acc
Unify DispatchSubmitPrim as much as possible
2018-02-26 11:33:17 +01:00
Henrik Rydgård
967018b7f8
Unify Execute_LoadClut
2018-02-26 11:32:02 +01:00
Henrik Rydgård
c7f8f4c5ca
Unify Execute_Prim
2018-02-26 11:22:27 +01:00
Henrik Rydgård
23980065ba
Unify all the DrawEngine::SubmitPrim
2018-02-26 11:07:30 +01:00
Unknown W. Brackets
4b8d8c875d
Qt: Remove old texture debug API.
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No one's testing it and it's not the best way. We have a better
implemented API and should use it instead.
2018-02-19 09:09:35 -08:00
Henrik Rydgård
86cfc411a4
Remove the confusing "DisableState" across the codebase
2018-02-08 16:27:36 +01:00
Henrik Rydgård
b9b41f52c5
Add a simple spinner to the game load screen to not look frozen.
2018-02-08 12:03:29 +01:00
Henrik Rydgård
5c7c7ce192
Move GL sampler state tracking into GLRenderManager/QueueRunner.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
d565e23f4c
Stencil copy: Avoid clearing the depth buffer.
2017-12-31 01:06:31 +01:00
Henrik Rydgård
b5e5d72a0a
Complete the separation of depth and stencil renderpass flags
2017-12-30 22:52:22 +01:00
Unknown W. Brackets
0151c5e649
GPU: Track stats on uploads.
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A lot can lead to slowdown, so it's useful when logging frame drops.
2017-12-28 19:27:45 -08:00
Unknown W. Brackets
f9750dd137
Display: Avoid limiting FPS without a clear.
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A bit of a dirty heuristic to avoid the slowdown in #8538 .
2017-12-26 19:37:40 -08:00
Henrik Rydgård
dc6a4ea753
Fix annoying name clashes (Status is in X11 headers..)
2017-12-15 16:34:29 +01:00
Henrik Rydgård
4a0c2ad683
Minor uniform cleanup
2017-12-08 11:54:49 +01:00
Henrik Rydgård
b75c8b72c6
Fix another little inconsistency (two uniforms were merged for bad reasons)
2017-12-07 21:39:09 +01:00
Henrik Rydgård
fb74c9dfeb
Clean up a small inconsistency
2017-12-07 21:09:09 +01:00
Unknown W. Brackets
243304a5e8
Hashmaps: Fix missing maintain calls in non-GLES.
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Should only matter if vertex cache is enabled.
2017-12-02 18:27:18 -08:00
Unknown W. Brackets
4731a2918c
GPU: Use more typesafe shader IDs.
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Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
2017-12-02 09:07:27 -08:00
Henrik Rydgård
734d9c494c
Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors.
2017-12-02 11:05:10 +01:00
Henrik Rydgård
a67357db05
Merge pull request #10223 from unknownbrackets/minor
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Reporting: Use a different link message on preload
2017-12-01 20:28:37 +01:00
Unknown W. Brackets
2a540de329
Reporting: Use a different link message on preload.
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May help us determine if this only happens from a corrupt cache.
2017-12-01 11:17:51 -08:00
Henrik Rydgård
f8b70fe185
Clean up all the FBOs in DestroyAllFBOs. Missing any can have bad consequences after app switching on Android/Vulkan where we recreate stuff.
2017-12-01 12:17:10 +01:00
Henrik Rydgård
d884eeda99
DX9: Revert a bad optimization, hopefully fixing #10205 . Vulkan: Add a missing check.
2017-11-30 15:28:15 +01:00
Henrik Rydgård
e6be86ce74
ARM buildfix
2017-11-22 11:01:42 +01:00
Henrik Rydgård
2c86217552
Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
2017-11-21 16:19:28 +01:00
Henrik Rydgård
6a3d41892a
Workarounds for issue with "accurate depth". See #9545 , #10087
2017-11-21 12:11:05 +01:00
Henrik Rydgård
674d5c7dbb
Merge pull request #10130 from hrydgard/lod-bias-fixes
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Mipmaps: Disable slope mode pending a better method. Implementing it entirely as a LOD bias is not the way it works.
2017-11-20 13:49:39 +01:00
Henrik Rydgård
713afdfe49
Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
2017-11-19 12:39:09 +01:00
Henrik Rydgård
23f7819329
Unify RebindFramebuffer, mostly.
2017-11-15 20:44:25 +01:00
Henrik Rydgård
b1a93ad3a5
Attempt to unbreak D3D9 mipmapping (still disabling SLOPE mode)
2017-11-15 14:22:19 +01:00
Henrik Rydgård
f564c59248
Mipmaps: Disable LOD bias in slope mode as that's not how it works.
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Works around #9772
2017-11-15 14:21:17 +01:00
Henrik Rydgård
d4df0181db
More duplicate code removal
2017-11-14 09:20:36 +01:00
Henrik Rydgård
3e749a94ce
Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats.
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This can cut down the number of pipelines to a third or less in some
games. However, benefit is likely smaller since Vulkan drivers will
deduplicate shaders inside each vkPipelineCache object.
Helps #10106 while not actually implementing any of the suggestions inside.
2017-11-13 11:22:33 +01:00
Henrik Rydgård
04e313ecba
Unify Execute_Bezier and Execute_Spline
2017-11-13 10:45:27 +01:00
Unknown W. Brackets
e3b3828b15
TexCache: Check alpha before scaling.
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This will be faster when scaling. We no longer need to wait, since we
only care about full alpha now.
2017-11-12 16:19:28 -08:00
Unknown W. Brackets
9fbcc01afa
TexCache: Remove simple 0/1 alpha check.
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No practical optimizations have come of this, so it's a waste of time.
Slows down Vulkan too.
2017-11-12 16:17:46 -08:00