Commit Graph
3315 Commits
Author SHA1 Message Date
xebra f14b75492d [spline/bezier]Split SendDataToShader() into two functions. 2017-03-23 23:28:38 +09:00
Henrik Rydgård 22782b6439 UWP: Fix DPI calculations for touch. Implement back button support. 2017-03-23 10:02:29 +01:00
Henrik Rydgård 86990b3752 Disable shader translation on UWP mobile for now (TLS issues) 2017-03-23 10:02:28 +01:00
Henrik Rydgård 4151fc5250 Adjust DIRTY_ALL_UNIFORMS to match the new reality. 2017-03-23 09:55:50 +01:00
Unknown W. Brackets 3fbb545451 Allow MakePixelTexture to use a subrange.
For example, if it has a larger texture it wants to reuse, it can control
this via texcoords.  Let's keep it at top left, though.
2017-03-22 20:56:26 -07:00
Unknown W. Brackets d4ff7cc928 Spline: Simplify uniforms/dirty to one check.
This makes backends more consistent in which values they use, and reduces
the (relatively uncommon compared to other drawcalls) dirty checks for
splines.
2017-03-19 20:05:56 -07:00
Unknown W. Brackets a1f59deafe Fix some type narrowing warnings and typos. 2017-03-19 07:44:31 -07:00
Unknown W. Brackets 18484bed3d D3D11: Correct non-palette 16 bit textures on Win7.
These weren't being expanded.
2017-03-18 20:10:21 -07:00
Unknown W. Brackets 41dacb792c Texcache: Reduce duplicated expand32 code. 2017-03-18 20:09:38 -07:00
Unknown W. Brackets e9625707fa x86: Implement Jit_TcU16Through.
This just ports the updateSide logic from other types.
2017-03-18 13:44:47 -07:00
Unknown W. Brackets b21c081860 Texcache: Clarify STATUS_FREE_CHANGE usage. 2017-03-18 12:08:06 -07:00
Unknown W. Brackets 404c61d77d Minor typo fixes. 2017-03-18 11:51:05 -07:00
Unknown W. Brackets d0ea5ed72b Texcache: Always mark videos as freq changing.
This prevents scaling of the first frame in some cases, when later frames
would also not be scaled.  Improves performance and reduces frame
mismatch.
2017-03-18 11:49:30 -07:00
Unknown W. Brackets 30ff5d6cdb Texcache: Apply freq change flag to minihash fail.
Previously, by mistake, only full hash fails could flag a frequently
changing texture - minihash checks skipped this, causing scaling
performance issues.

Fixes #9125.
2017-03-18 11:44:06 -07:00
Unknown W. Brackets bea6d787c0 Texcache: Cleanup some code formatting.
Makes it more readable.  No functional impact.
2017-03-18 11:43:26 -07:00
Henrik Rydgård 94f16e3b7c GPU: Move "if (resized_)" to BeginHostFrame to avoid desynchronized settings.
Also wipe the input layout cache on D3D11 on resize.

Fixes #9438.
2017-03-17 11:26:11 +01:00
Henrik Rydgård 17a250df7a Always trigger gpu->Resized when exiting GameSettingsScreen.
Strangely, this does NOT help #9438.
2017-03-17 10:27:49 +01:00
Henrik Rydgard 45a99bbe33 Eliminate annoying warning in non-buffered rendering mode 2017-03-14 10:19:49 +01:00
Henrik Rydgård eb73a28140 Add new log category FRAMEBUF 2017-03-13 13:55:29 +01:00
Henrik Rydgard b0bd7e3c6f Minor changes for compatibility with VS2017 2017-03-12 17:33:00 +01:00
Henrik Rydgard 9bb81a24c0 Fix bug where we'd reload the post shader information every frame. Fixes #9410 2017-03-11 12:25:43 +01:00
Henrik Rydgård e68ea3bc3a Improve a comment 2017-03-10 18:08:55 +01:00
Henrik Rydgard 8956a823bb If the main CPU JIT is not enabled, don't try to vertex-jit. See #9404 2017-03-10 00:18:53 +01:00
xebra 56f80ace90 [spline/bezier]Unify the word "tesselate" to "tessellate". 2017-03-09 18:04:16 +09:00
xebra 29791faf00 [spline/bezier]Fix the avoiding of "crazy tessellation factor" was not working. 2017-03-09 17:56:19 +09:00
xebra 8d7f3f1e0c [spline/bezier]Fix not enough spline buffer causes crash. 2017-03-09 16:12:24 +09:00
Henrik Rydgård 474db602ca UWP: Fix screen rotation in non-buffered rendering mode 2017-03-07 15:32:26 +01:00
Henrik Rydgård 90e0079c98 GE Debugger D3D11: Support displaying the current texture 2017-03-06 16:46:15 +01:00
Henrik Rydgård a895936913 More log cleanup. Fix resize issue: Fixes #9392 2017-03-06 13:50:22 +01:00
Henrik Rydgård 440e72d250 Clean up among the logs. Remove MASTER_LOG. 2017-03-06 13:10:23 +01:00
Henrik Rydgard 5d5844632a Fix shader issues with D3D11 feature level 9 2017-03-05 22:56:33 +01:00
Henrik RydgårdandGitHub 18898fb965 Merge pull request #9388 from LunaMoo/PostShaderRefresh
Add PostShader option to force 60fps for animated effects
2017-03-05 21:56:03 +01:00
LunaMoo 2b0ab12c4d Add PostShader option to force 60fps for animated effects 2017-03-05 15:04:22 +01:00
Henrik Rydgard a04e24c300 Further D3D11 on mobile fixes 2017-03-05 14:05:04 +01:00
Henrik Rydgard 7b3f84aae8 More buildfixes for Windows on ARM 2017-03-05 10:52:08 +01:00
xebra 7364dbea3b [spline/bezier]Implement hardware tessellation on D3D11. 2017-03-04 22:53:40 +09:00
xebra a0907ab7bb [spline/bezier]Fix shared uniform a bit. 2017-03-04 22:53:39 +09:00
Henrik Rydgard a272a4ee3f Improve error message on vertex decoder compile fail. Also disable a broken vertex JIT function until it can be fixed. 2017-03-03 14:19:36 +01:00
xebra f9ab61a005 [spline/bezier]Implement hardware tessellation on Vulkan. 2017-02-25 19:28:15 +09:00
Henrik Rydgard 03dab0fdbd More UWP prep 2017-02-25 09:57:22 +01:00
Henrik Rydgard fa80cfa4aa Additional UWP preparations 2017-02-25 09:57:14 +01:00
Henrik Rydgard f5fa238e22 More minor changes to make GPU and native build on UWP later 2017-02-24 20:26:38 +01:00
Henrik RydgårdandGitHub f065f100ee Merge pull request #9352 from LunaMoo/upscalingStuff
Minor workaround for 5xBR
2017-02-23 23:04:36 +01:00
Henrik Rydgard b1971d266b Protect Unswizzle from bad alignment of the destination. Might help #9134 2017-02-23 23:03:01 +01:00
LunaMoo d6c2944aac Minor workaround for 5xBR,
Also screen scaling filter for upscaling filters that also happen to use postShaderAtOutputResolution_.
2017-02-23 22:54:50 +01:00
Henrik Rydgard 98763655e7 Plug a memory leak in the GLES texture cache. Fixes #9089 2017-02-23 22:41:13 +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 86f0be7724 Another shader function replacement 2017-02-23 20:29:53 +01:00
Henrik Rydgard ccef648d3d Complete implementation of post shaders for D3D11. All work except 5x scale one which looks wrong. 2017-02-23 14:51:05 +01:00
Henrik Rydgard f1e015f577 Basic postshader translation to D3D11 works. On-the-fly switching seems broken though. 2017-02-23 12:42:28 +01:00