Henrik Rydgard
21d97a7947
Dirty UVSCALEOFFSET on every draw call.
...
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
700e533622
Minor D3D9 cleanups
2017-03-02 12:29:23 +01:00
Henrik Rydgård
d84f579928
Merge pull request #9356 from xebra/hw_tess_vulkan
...
Hardware Tessellation on Vulkan
2017-02-26 09:12:11 +01:00
Henrik Rydgard
5ba53addb5
D3D11: Fix problems with scaling 16-bit textures, fixes issue with #9345 , thanks @ufdada
2017-02-26 00:05:08 +01:00
xebra
7b72f87308
[spline/bezier]Add support for unsupported device about HW tess.
2017-02-25 19:28:13 +09:00
Henrik Rydgard
f24b1495ba
Assorted texture format cleanup, prep for supporting D3D11 on Win7
2017-02-22 16:23:04 +01:00
Henrik Rydgard
6a09d45aee
D3D11: Add proper checks for B4G4R4A4 format support. Not yet using the checks.
2017-02-18 01:41:08 +01:00
Henrik Rydgard
68ba3070bc
D3D11: Add enough debug readback support to support savestate thumbnails
2017-02-18 00:27:32 +01:00
Henrik Rydgard
0e8aeaea3a
D3D11: Implement basic framebuffer readback.
...
Also make debug interfaces more consistent.
2017-02-18 00:07:49 +01:00
xebra
ef536ae54d
Move wasted checks in FastRunLoop() to Execute_TexLevel()
2017-02-15 01:02:50 +09:00
xebra
945e603072
Fix fake mipmap issue related #5350
2017-02-15 01:02:50 +09:00
Henrik Rydgård
f7717063a8
Assorted fixes for memory leaks etc
2017-02-10 14:41:32 +01:00
Henrik Rydgard
ba95e0f4d9
Initial stab at porting the DX9 backend to D3D11. Not working yet.
2017-02-09 13:28:40 +01:00
Henrik Rydgard
ad29974a56
Change when drawcontexts are allocated. Hook up backbuffer events to fix d3d9 resizing.
2017-02-06 11:40:16 +01:00
Henrik Rydgard
f1c96c056d
Move all the GL/D3D9 FBO code into thin3d.
2017-02-06 11:40:16 +01:00
Henrik Rydgard
41f770d815
Move dx_state into gfx/d3d9_state
2017-02-05 20:54:24 +01:00
Henrik Rydgard
f00f7d2fb8
Remove some dependencies on the pD3DDevice globals
2017-02-05 20:36:00 +01:00
Henrik Rydgard
d05ef4a859
Pass through the DrawContext to texturecaches and fb managers.
...
This is preparation for sharing more framebuffer code between the
backends.
2017-02-05 19:51:50 +01:00
Henrik Rydgard
3ceb0a8540
Some simple renaming
2017-02-04 11:47:19 +01:00
Henrik Rydgard
0d1d6f98e4
Pass in the DrawContext to all backends
2017-01-30 20:26:47 +01:00
Henrik Rydgard
20d9e60a67
Just some renaming. Start moving away from the "thin3d" name
2017-01-30 14:38:31 +01:00
Henrik Rydgard
182d87cc15
Minor cleanup in GPU dispatch tables
2017-01-28 12:11:56 +01:00
Henrik Rydgard
ab6bc4cb16
Restores a lost optimization from uv prescale - avoiding flushing. Should fix #9219 .
...
Also #ifdef away some invalid-address checks in hot paths in the GPU.
2017-01-28 11:39:34 +01:00
Henrik Rydgard
9c55e1e0de
Only enable RAM Clears for the SOCOM games that require it.
...
Should remove the performance impact of #8994 which is bigger than
expected, it seems (cache pollution?)
2017-01-28 10:11:43 +01:00
Henrik Rydgard
d85888dc2b
Table-driven dirty-flags for Vulkan and D3D9. Minor Vulkan optimization.
2017-01-24 18:12:20 +01:00
Henrik Rydgard
1fe32d380b
Update lots of dirty-flag table entries
2017-01-24 18:12:20 +01:00
Henrik Rydgard
443d735a28
Activate table-driven dirty-flags in DX9 and Vulkan backends
2017-01-24 18:12:20 +01:00
Henrik Rydgard
068f2d3c71
Remove Execute_Generic in both D3D9 and Vulkan backends
2017-01-24 18:12:20 +01:00
Henrik Rydgard
c70265d7f2
Use table-driven dirtying instead of callbacks in GPU_GLES
2017-01-24 18:12:20 +01:00
Henrik Rydgard
e4cb44c243
Merge the texture flags into the dirty flags
2017-01-24 18:12:20 +01:00
Henrik Rydgard
c289a2c7bf
Split TextureChanged into two bools, so we can later convert to dirtyflags
2017-01-24 18:12:20 +01:00
Henrik Rydgard
7d60ec73be
Move framebufChanged into the dirty flag field
2017-01-24 18:12:20 +01:00
Henrik Rydgard
b423998c36
Move uniform dirty-flag to gstate_c, opening up for other uses.
2017-01-24 18:12:20 +01:00
Henrik Rydgard
0a3bb4a720
Vulkan: Increase size of per-frame descriptor pool, move uniform to right place
2017-01-24 18:11:48 +01:00
Henrik Rydgard
f111767315
Workaround the lack of support for software skinning in Vulkan
2017-01-23 22:06:30 +01:00
Henrik Rydgard
69267d4cd6
Minor optimizations
2017-01-23 21:14:27 +01:00
Henrik Rydgard
ae37df0a8c
Further centralization of EstimatePerVertexCost, now moved to GPUCommon
2017-01-23 21:11:39 +01:00
Henrik Rydgard
daf02f1de6
Centralize the matrix load functions, no need to duplicate them for each backend.
2017-01-23 21:11:39 +01:00
Henrik Rydgard
3c221a7ebd
Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared.
2017-01-23 21:11:39 +01:00
Henrik Rydgard
bd4436c6eb
Centralize EstimatePerVertexCost and Execute_BlockTransferStart
2017-01-23 17:22:17 +01:00
Henrik Rydgard
d9acd27126
Rename GLES files to match the convention the other backends use.
2017-01-23 17:08:58 +01:00
xebra
de253a6aef
[spline/bezier]Revert #ab9c1d4 about spline/bezier.
2017-01-23 14:12:46 +01:00
Henrik Rydgard
ab9c1d4dc0
Centralize the spline/bezier/bbox execute functions into GPUCommon
2017-01-21 20:43:05 +01:00
Henrik Rydgård
f86b9f7900
Guess what? More renaming
2016-12-27 11:59:06 +01:00
Henrik Rydgård
463251908b
Rename things to closer match another project which I plan to share some code with
2016-12-27 11:59:02 +01:00
Henrik Rydgård
10393f5d4e
Move Thin3D into the Draw namespace.
2016-12-27 11:58:03 +01:00
Henrik Rydgard
dc5c0c0d2d
Centralize ProcessEvent
2016-12-21 20:02:05 +01:00
Henrik Rydgard
7634ff7f09
Centralize a few more functions, fix DX9
2016-12-21 18:51:19 +01:00
Henrik Rydgard
98ebf9ed6f
Centralize PerformStencil* and Invalidate* functions
2016-12-21 18:33:08 +01:00