Henrik Rydgård
c2bd739b49
Optimize uniform uploads for D3D9 and GL as well.
2017-08-20 13:53:39 +02:00
Henrik Rydgård
237cca683b
Maintain the hashmap from time to time. Fix a bug in count reset on grow.
2017-08-20 13:34:11 +02:00
Henrik Rydgård
e0e13e191f
Replace the most critical unordered_maps and maps with two new maps: FastHashMap and PrehashMap.
2017-08-20 11:30:19 +02:00
Henrik Rydgård
d60bb27cd9
Merge pull request #9906 from hrydgard/fastrunloop-optimize
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GPU FastRunLoop optimizations
2017-08-17 16:25:15 +02:00
Henrik Rydgård
5680332343
Minor cleanups
2017-08-17 15:20:21 +02:00
Henrik Rydgård
2c4e5e2303
Fastpath in fastrunloop when diff=0. Remove need for Execute for UV scale/offset.
2017-08-17 15:20:16 +02:00
Henrik Rydgård
71baecabd6
Make FLAG_FLUSHBEFORE a no-op, move flushes into the execution functions.
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It would only be necessary if we needed the previous value, which we
don't do in any of these.
2017-08-17 15:20:10 +02:00
Henrik Rydgård
5e788ffadf
Implement vertex caching for Vulkan.
2017-08-17 11:22:45 +02:00
Henrik Rydgård
983bb3bd0f
Can't dirty VERTEXSHADER_STATE before the flush in Execute_VertexTypeSkinning, causes obscure bugs when software skinning is enabled
2017-08-15 14:27:54 +02:00
Unknown W. Brackets
ca40282a10
Dirty on various framebuf state helpers.
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Ideally we should cut down on using DisableState(), or restore afterward.
2017-08-14 11:36:07 +02:00
Unknown W. Brackets
96ed8564ab
Add some missing fragment shader state changes.
2017-08-14 11:36:07 +02:00
Henrik Rydgard
078e1151f9
Dirty-flag the fragment shader ID.
2017-08-14 11:36:07 +02:00
Unknown W. Brackets
f1cf92988f
Dirty things on stencil buffer upload.
2017-08-14 11:36:06 +02:00
Unknown W. Brackets
c84efcfc97
Dirty vertexshader state on hw bezier/spline.
2017-08-14 11:36:06 +02:00
Henrik Rydgard
56cd991833
All: Only recompute the vertex shader ID when dirty
2017-08-14 11:36:06 +02:00
Henrik Rydgard
1098bf7342
All: Only convert viewportscissor state if dirty
2017-08-14 11:14:26 +02:00
Henrik Rydgard
e439055a32
All: Only convert raster state if dirty
2017-08-14 11:14:26 +02:00
Henrik Rydgard
e2b179d6e2
All: Only convert depth stencil state if dirty
2017-08-14 11:14:26 +02:00
Henrik Rydgard
e4567c694c
All: Only convert blend state if "dirty"
2017-08-14 11:14:26 +02:00
Unknown W. Brackets
c711b00d4c
GPU: Clean up some GLES3 defaults.
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It should default both of them the same way. And we already set subimage
on desktop.
2017-07-01 16:16:59 -07:00
Unknown W. Brackets
4a56e6ff83
GE Debugger: Fix recording in softgpu.
2017-06-04 10:38:58 -07:00
Unknown W. Brackets
41b485aa0a
Core: Refactor repeating disc id homebrew code.
2017-06-03 15:29:08 -07:00
Unknown W. Brackets
dca75437c3
GPU: Refactor common frame dumping code.
2017-06-03 15:29:07 -07:00
Henrik Rydgård
e55b6ac4af
Unify SetupVertexDecoder
2017-06-03 18:05:46 +02:00
Henrik Rydgård
14a80968cf
Unify transformed arrays
2017-06-03 18:05:21 +02:00
Henrik Rydgård
1abb8792ab
Unify ComputeMiniHash
2017-06-03 18:05:18 +02:00
Henrik Rydgård
3032240916
Unify DecodeVertsStep
2017-06-03 18:04:46 +02:00
Henrik Rydgård
240e058b3b
Some unification in DrawEngine
2017-06-03 18:03:56 +02:00
Unknown W. Brackets
5190ad7aa2
GLES: Copy only depth in BlitFramebufferDepth.
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Otherwise we get glitched rendering in some games - see #9740 .
2017-06-01 20:57:08 -07:00
Henrik Rydgård
7822e5b57f
Merge pull request #9755 from unknownbrackets/mipmaps
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GPU: Block mipmap autogen for matching size
2017-06-01 09:04:36 +02:00
Unknown W. Brackets
f1e9180676
Vulkan: Fix Cardboard rendering.
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Mostly the Viewport2D flush issue, which may possibly have broken
something else.
2017-05-31 23:26:38 -07:00
Unknown W. Brackets
f66ffb9ffe
GPU: Fix negative mip levels with const workaround.
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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.
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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
2b14c6b531
Delete obsolete function ClearBuffer
2017-05-31 13:38:22 +02:00
LunaMoo
939b26475d
Fix a bunch of emu features for Homebrew by better identification.
2017-05-30 12:20:29 +02:00
Henrik Rydgård
137b79c708
Fix more review comments.
2017-05-30 09:38:05 +02:00
Henrik Rydgård
e8890e3c4a
Address a bunch of review comments.
2017-05-30 09:36:17 +02:00
Henrik Rydgård
c173da49d3
Fix a number of bugs and stuff affecting Vulkan on Mali
2017-05-30 09:36:17 +02:00
Henrik Rydgård
6bcfe539f7
Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
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Also removes a bunch of redundant render target binds.
2017-05-30 09:36:17 +02:00
Henrik Rydgård
35aefe4a2a
BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr)
2017-05-30 09:36:17 +02:00
Unknown W. Brackets
708a54d60b
Merge pull request #9726 from hrydgard/remove-always-depth-write
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Remove "Always Depth Write" setting. One step forward for #8171
2017-05-26 11:17:40 -04:00
Henrik Rydgård
6669fd0879
Buildfix
2017-05-26 16:42:38 +02:00
Henrik Rydgård
1d96ead852
Remove "Always Depth Write" setting. One step forward for #8171
2017-05-26 10:23:45 +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.
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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
fd4399e108
GPU: Centralize fb resize, move to begin of frame.
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It makes more sense here, because otherwise when you change it from the UI
settings, it takes a frame to "kick in".
2017-04-24 12:02:52 -07:00
Unknown W. Brackets
97620d4cca
GPU: Rebuild FBOs when they now have storage.
2017-04-24 09:37:54 -07:00
Unknown W. Brackets
33ade5f916
GLES: Avoid MIN/MAX LOD without LOD control flag.
2017-04-23 10:51:25 -07:00
Unknown W. Brackets
f3db8bccad
GLES: Support AUTO and CONST mip bias.
2017-04-22 18:40:18 -07:00
Unknown W. Brackets
98ba7afa83
Destroy FBOs only on actual resize.
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As a side effect, this means going to settings won't reset all FBOs
anymore. The behavior can still be obtained by changing render resolution
or rendering mode.
This makes resizing the window faster on Windows, and resumes quicker from
pause.
2017-04-13 23:36:17 -07:00