Commit graph

214 commits

Author SHA1 Message Date
Henrik Rydgård
5190f85c8e Unify/centralize SetFramebufferSamplingParams. Some include cleanup. 2020-09-14 00:04:39 +02:00
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
41eee6a1a4 Decouple framebuffers from texcache entries entirely. 2020-09-12 14:25:50 +02:00
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
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
58ef0c8e80 Texture from framebuffer: Logging improvements 2020-08-04 14:45:14 +02:00
Henrik Rydgård
cb568b8f5e Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h 2020-08-03 23:24:50 +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
737688a22a Annotate calls to RebindFramebuffer with their cause. 2020-06-02 09:51:38 +02:00
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
fd97d82c71 D3D9: Correct shader bounds apply.
Also, use triangle strip like D3D11.
2018-11-24 10:47:49 -08:00
Unknown W. Brackets
d9510f8824 D3D11: Allow shader blend to self.
It was forcing from black before.  See #9616.
2018-11-24 10:19:28 -08:00
Unknown W. Brackets
8d07e6d985 GPU: Prevent temp FBOs from overwriting each other.
Sometimes we'd use two temp FBOs in the same draw (e.g. shader blending +
depal.)  This could cause the same temp FBO to get used for two purposes,
causing weird behavior.
2018-05-06 08:57:44 -07:00
Unknown W. Brackets
3eb0450998 Depal: Reapply texture when bounds change.
Since we need each slice of the texture when we use bounds to reduce the
size.  Fixes #10951.
2018-04-22 10:43:46 -07:00
Henrik Rydgård
f967e206b8 Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
Also this is good for terminology, no more confusion with the texture
replacement facility :)
2018-03-25 10:50:37 +02:00
Unknown W. Brackets
4b8d8c875d Qt: Remove old texture debug API.
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
5c7c7ce192 Move GL sampler state tracking into GLRenderManager/QueueRunner. 2018-01-27 15:10:17 +01:00
Henrik Rydgård
b5e5d72a0a Complete the separation of depth and stencil renderpass flags 2017-12-30 22:52:22 +01:00
Henrik Rydgård
dc6a4ea753 Fix annoying name clashes (Status is in X11 headers..) 2017-12-15 16:34:29 +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.
Works around #9772
2017-11-15 14:21:17 +01:00
Unknown W. Brackets
e3b3828b15 TexCache: Check alpha before scaling.
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.
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
Henrik Rydgård
4a30aedc53 Unify and move around code to cleanup some debug accessors 2017-10-18 13:10:05 +02:00
Unknown W. Brackets
f66ffb9ffe GPU: Fix negative mip levels with const workaround.
Might've crashed if it hit a negative level before.
2017-05-31 21:42:07 -07:00
Unknown W. Brackets
b6375638f5 GPU: Block mipmap autogen for matching size.
If the mips don't get smaller, we can't autogen - the bias in that case is
used to select a different texture.  Fixes #9731.

This also may improve a minor performance issue on PowerVR in some games.
2017-05-31 21:23:20 -07:00
Henrik Rydgård
6bcfe539f7 Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
Also removes a bunch of redundant render target binds.
2017-05-30 09:36:17 +02:00
Henrik Rydgård
1b05a54800 Remove the Mipmap setting. One step forward for #8171 2017-05-26 10:21:20 +02:00
Unknown W. Brackets
c4d1863ded GPU: Consistently bias const mip levels.
Since SLOPE is just a more complicated CONST, we can treat them the same.
2017-05-12 20:30:47 -07:00
Unknown W. Brackets
ae4c28aa4d D3D9: Support AUTO mip bias and approximate CONST. 2017-04-22 18:38:08 -07:00
Unknown W. Brackets
90ad6c0a23 D3D9: Disable mips when mip filtering disabled.
Only GE_{LINEAR,NEAREST}_MIPMAP_* enable mipmaps.
2017-04-22 18:22:59 -07:00
Henrik Rydgard
22d5acb40e Depal: Use the full CLUT mode setting as the depal shader key. Fixes #9550 for both D3D11 and D3D9. 2017-04-04 11:09:29 +02:00
Henrik Rydgård
5a8e9c4f71 Port some accessors over from #9255 to be able to catch these changes and dirty state later. 2017-04-03 17:04:58 +02:00
Henrik Rydgard
97058b4db7 Apply the D3D11 loco roco fix identically to the other backends
To make centralization easier, and this should be a problem for the
other backends as well.
2017-04-01 21:17:58 +02:00
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
Henrik Rydgård
d8abcb8d74 D3D9: Set the right Z in ApplyBounds 2017-03-17 10:00:45 +01:00
Henrik Rydgard
700e533622 Minor D3D9 cleanups 2017-03-02 12:29:23 +01:00
Henrik Rydgard
8eb668ea59 D3D11: Enable pixel depth rounding. GL: Fix a crash bug 2017-02-23 20:40:53 +01:00
Henrik Rydgard
95aec3ac76 Fix D3D9 crash (made a mistake with locking) 2017-02-22 18:27:46 +01:00
Henrik Rydgard
f24b1495ba Assorted texture format cleanup, prep for supporting D3D11 on Win7 2017-02-22 16:23:04 +01:00
Henrik Rydgard
b94ad12aea D3D9: Use D3DLOCK_DISCARD when updating whole textures, may be a small speedup 2017-02-21 11:35:06 +01:00
Henrik Rydgard
f772066c54 Remove some unnecessary error handling paths 2017-02-21 11:29:51 +01:00
Henrik Rydgard
ca9050af12 These should be deleted too. 2017-02-20 00:36:37 +01:00
Henrik Rydgard
4c897ff853 Forgot to delete CheckFullHash duplicates 2017-02-20 00:21:54 +01:00
Henrik Rydgard
4652c6af28 Some member variable renaming to match the convention 2017-02-20 00:19:58 +01:00