Henrik Rydgård
d3665a8482
Minor cleanup
2018-03-05 00:03:47 +01:00
Henrik Rydgård
07afda1db0
Add an extra check to FindTransferFramebuffers to avoid misdetecting fb blits that end up out of bounds when we perform them.
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Affected Burnout Legends (which would crash the Vulkan device)
2018-02-28 01:01:45 +01:00
Henrik Rydgård
f5dd9c17cd
Add comment trying to clarify shutdown of GPU_GLES, restore the wipe, minor tweaks. Should help #10652
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This reverts commit 10be0cad96 .
2018-02-27 22:04:24 +01:00
Henrik Rydgård
14c93bdc2b
Minor code/logging cleanups.
2018-02-27 19:44:11 +01:00
Henrik Rydgård
0b4b2bfe9c
Avoid the most common virtual call when possible.
2018-02-26 13:51:14 +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
23980065ba
Unify all the DrawEngine::SubmitPrim
2018-02-26 11:07:30 +01:00
Henrik Rydgård and GitHub
78449ce675
Merge pull request #10624 from unknownbrackets/texcache
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TexCache: Decimate CLUT variants more often
2018-02-18 22:02:18 +01:00
Unknown W. Brackets
e97046da4e
TexCache: Decimate aggressively with many variants.
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It should be safe to decimate after fewer frames with a threshold like
this.
2018-02-18 12:29:14 -08:00
Unknown W. Brackets
d61fd5f6a6
TexCache: Decimate CLUT variants more often.
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When creating a new texture, we determine if it has CLUT variants and
decimate more often.
2018-02-18 12:29:01 -08:00
Henrik Rydgård
7421f2aff6
Postprocessing: Fix bug where scissor cut off the image if render resolution > display resolution
2018-02-12 14:10:54 +01:00
Henrik Rydgård
3c93eaf164
GL: Fix clearing alpha on stencil uploads.
2018-02-10 17:18:18 +01:00
Henrik Rydgård
625595c6cc
For some reason we use DrawActiveTexture in the GL stencil stuff, don't want to disable stencil unconditionally..
2018-02-08 16:59:03 +01:00
Henrik Rydgård
86cfc411a4
Remove the confusing "DisableState" across the codebase
2018-02-08 16:27:36 +01:00
Henrik Rydgård
982a1710ae
gl-render-manager: Fix postprocessing shaders. Fixes #10566 . Live switching is broken though for some reason.
2018-01-31 17:23:24 +01:00
Unknown W. Brackets and Henrik Rydgård
f6260c75c9
GLES: Reset blend state on clear.
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Because now that resets blending parameters.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
ccdb4d186d
gl-render-manager: Fix HW tesselation. Remove 1D texture support, likely no benefit.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets and Henrik Rydgård
4f1b8d80a9
GLES: Bind texture on MakePixelTexture().
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This is currently necessary because callers expect it. Also, move inside
render passes.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
5c7c7ce192
Move GL sampler state tracking into GLRenderManager/QueueRunner.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
43ebbbcdb6
More state dirtying, a comment
2018-01-27 15:10:17 +01:00
Henrik Rydgård
542f9f9ef1
Assorted cleanup
2018-01-27 15:10:17 +01:00
Henrik Rydgård
63b9140ebf
Rip out async readbacks from FramebufferManagerGLES. They should be implemented in GLQueueRunner, differently.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
8a1e7347b9
GL render manager: Various fixes and cleanup including a buffered rendering fix, rect primitive fix
2018-01-27 15:10:17 +01:00
Henrik Rydgård
f3282dcfda
Delete the gl name cache (might resurrect it on the GLQueueRunner side if needed later). Other cleanup and fixes.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
46e1fbb788
Initial texture work. Bugfix indexed drawing
2018-01-27 15:10:17 +01:00
Henrik Rydgård
bd6818198a
More GLRenderManager
2018-01-27 15:10:17 +01:00
Henrik Rydgård
376d92fcc9
Start messing with the draw engine...
2018-01-27 15:10:17 +01:00
Henrik Rydgård
9340260802
Finish the shader manager (almost)
2018-01-27 15:10:17 +01:00
Henrik Rydgård
5c50c007b7
Minor fix for previous commit.
2018-01-03 18:21:50 +01:00
Henrik Rydgård
e7893001e9
VertexDecoderCommon: A few more cases.
2018-01-03 17:02:07 +01:00
Henrik Rydgård
e472947488
VertexDecoderCommon: Avoid reading the destination during vertex decode, might be some kind of memory that's not good to read from...
2018-01-03 16:31:01 +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
267b9a6598
Profiler: Separately track texture hashing.
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Since it's slow and was lumped into updatestate.
2017-12-30 10:14:35 -08:00
Henrik Rydgård
2dda2bfa78
Dual source blend: Remove bad #ifdef that killed dual src code on Android... oops. Re-enable on nVidia Shield TV/Tablet. Fixes #10136 properly.
2017-12-30 00:53:24 +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
Henrik Rydgård and GitHub
ea50561c80
Merge pull request #10454 from unknownbrackets/gpu-minor
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Vulkan: Use depth clamping, where available
2017-12-27 11:11:18 +01:00
Henrik Rydgård and GitHub
c1a23658d1
Merge pull request #10456 from unknownbrackets/gpu-flips
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Display: Avoid limiting FPS without a clear
2017-12-27 10:14:12 +01:00
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
Unknown W. Brackets
e8ca467bc9
Vulkan: Allow full depth range with depth clamp.
2017-12-26 16:54:40 -08:00
Unknown W. Brackets
d6da758ed3
GPU: Remove duplicate BACKEND constants.
2017-12-26 15:55:24 -08:00
Unknown W. Brackets
ebce6da223
UI: Remove auto-download options.
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See previous commit removing actual functionality.
2017-12-25 11:20:26 -08:00
Unknown W. Brackets
025a806ab4
GPU: Remove FBO auto-download hack.
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See #6261 . This should be replaced now with block transfer detection,
which is faster and doesn't cause crashes.
Games that previously required this setting should use block transfer
instead. If that doesn't work, it's a bug.
2017-12-25 11:17:59 -08:00
Henrik Rydgård and GitHub
138cd9e851
Merge pull request #10442 from unknownbrackets/depth-clear
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GPU: Reduce depth blits when not updated
2017-12-24 22:52:35 +01:00
Unknown W. Brackets
0956fa3ff6
GPU: Reduce depth blits when not updated.
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If the game initially clears the depth in a buffer, but then never uses
that depth again, don't keep blitting depth.
Improves #8538 , by preventing the depth blits in this case.
2017-12-24 11:52:15 -08:00
Unknown W. Brackets
2031b2ef98
GE Debugger: Fix some crashes while stepping.
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Mostly on Vulkan, but possibly on other backends.
2017-12-22 12:29:08 -08:00
Unknown W. Brackets
c5897a1c5c
GPU: Cleanup some feature flags usage.
2017-12-21 18:50:41 -08:00
Henrik Rydgård
5c1dad9909
Remove more obsolete ifdefs
2017-12-19 17:59:00 +01:00
Henrik Rydgård
dc6a4ea753
Fix annoying name clashes (Status is in X11 headers..)
2017-12-15 16:34:29 +01:00
Henrik Rydgård
299cb007c2
Add a comment, revert a reporting change.
2017-12-10 02:05:25 +01:00