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
Henrik Rydgard
42a694368e
Vulkan: Remove obsolete warning suppressions. Increase descriptor pool sizes.
2017-05-07 11:14:25 +02:00
Henrik Rydgard
d4e1fc8d93
More vulkan shutdown fixes
2017-05-07 11:08:09 +02:00
Henrik Rydgard
ff6fcc9179
More vulkan fixes
2017-05-07 10:53:04 +02:00
Unknown W. Brackets
fd4399e108
GPU: Centralize fb resize, move to begin of frame.
...
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
57a839db17
Vulkan: NULL initialize some handles.
...
Was getting crashes until I realized buffered rendering was on.
2017-04-22 18:38:51 -07:00
Unknown W. Brackets
98ba7afa83
Destroy FBOs only on actual resize.
...
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
Unknown W. Brackets
030f803002
Remove unused parameter to DestroyAllFBOs().
2017-04-13 23:07:21 -07:00
Unknown W. Brackets
70d17d1bc7
Track flags to reduce unnecessary VRAM zeroing.
...
If we haven't downloaded to RAM since the last zero, no need to zero
again. This is the most common case.
2017-04-09 15:10:07 -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
d0f3e5cb89
Don't wipe the Vulkan pipeline key, allow for building it incrementally
2017-04-03 17:26:54 +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 Rydgård
1faae8b6d6
Port some other minor changes over from #9255
2017-04-03 16:47:30 +02:00
Henrik Rydgård
73d762f506
Reorganize raster state mapping
2017-04-03 16:37:11 +02:00
Henrik Rydgard
cffb1d7014
Reorganize depth-stencil
2017-04-03 16:37:11 +02:00
Henrik Rydgard
d581a96d79
All backends: Reorganize blend state mapping to make dirty-tracking easier
2017-04-03 16:37:08 +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
xebra
e6af91f1b0
[spline/bezier]Trying to fix a problem that wrong texture format causes a crash.
2017-03-23 23:57:03 +09:00
xebra
f14b75492d
[spline/bezier]Split SendDataToShader() into two functions.
2017-03-23 23:28:38 +09:00
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
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
5a946d985b
Unify most of the rest of the command table entries
2017-03-14 13:47:34 +01:00
Henrik Rydgard
c74d6fcde7
Unify some vertex shader related settings in the command tables
2017-03-14 13:44:18 +01:00
Henrik Rydgard
cd6d5a0d7f
Unify fragment shader settings in the command table
2017-03-14 13:42:48 +01:00
Henrik Rydgard
bc641e6c56
Unify minz/maxz in command tables
2017-03-14 13:41:13 +01:00
Henrik Rydgard
903ac2fc42
Unify texture settings in the command tables
2017-03-14 13:39:32 +01:00
Henrik Rydgard
934b3db800
Unify logicop, antialias in the command table
2017-03-14 13:37:12 +01:00
Henrik Rydgard
8e6d546921
Unify the control commands in the tables
2017-03-14 13:35:25 +01:00
Henrik Rydgard
7302aca7b3
Some reordering, fixing in the command tables
2017-03-14 13:32:56 +01:00
Henrik Rydgard
ff57cacfe6
Unify morph weight, patch parameter command table entries
2017-03-14 13:30:03 +01:00
Henrik Rydgard
f767615ef8
Unify viewport/region/scissor command table entries
2017-03-14 13:28:28 +01:00
Henrik Rydgard
3de4d67fdc
Unify the light parameter table entries
2017-03-14 13:26:53 +01:00
Henrik Rydgard
99711815b5
Unify some ignored command table entries
2017-03-14 13:25:52 +01:00
Henrik Rydgard
d9c19cc9ee
Unify matrix, dither and signal table entries
2017-03-14 13:24:35 +01:00
Henrik Rydgard
3f795799c9
Setup a global GPU command table, and start moving stuff into it.
2017-03-14 13:21:24 +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
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
9bb81a24c0
Fix bug where we'd reload the post shader information every frame. Fixes #9410
2017-03-11 12:25:43 +01:00
xebra
a0907ab7bb
[spline/bezier]Fix shared uniform a bit.
2017-03-04 22:53:39 +09:00
Henrik Rydgard
5d4700ae7e
Sprinkle calls to CHECK_GL_ERROR_IF_DEBUG all over the place, disabled by default.
2017-03-03 14:18:40 +01:00
xebra
6022b40346
[spline/bezier]Handle deleting sampler of TessellationDataTransferVulkan.
2017-02-26 00:27:25 +09:00
xebra
f9ab61a005
[spline/bezier]Implement hardware tessellation on Vulkan.
2017-02-25 19:28:15 +09:00
Henrik Rydgard
8eb668ea59
D3D11: Enable pixel depth rounding. GL: Fix a crash bug
2017-02-23 20:40:53 +01:00
Henrik Rydgard
900539e200
Fix #9340 (touch controls not always getting repositioned correctly)
2017-02-23 09:31:45 +01:00
Henrik Rydgard
f24b1495ba
Assorted texture format cleanup, prep for supporting D3D11 on Win7
2017-02-22 16:23:04 +01:00