Henrik Rydgard
9c55e1e0de
Only enable RAM Clears for the SOCOM games that require it.
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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
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
b423998c36
Move uniform dirty-flag to gstate_c, opening up for other uses.
2017-01-24 18:12:20 +01:00
xebra and Henrik Rydgård
deea258383
[spline/bezier]Fix to avoid crashing when activated hardware tessellation with dx9 and vulkan.
2017-01-23 14:12:03 +01:00
Henrik Rydgard
1dbeca0618
Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth.
2016-12-20 13:42:54 +01:00
Henrik Rydgard
9d7983eee8
Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder.
2016-12-20 13:27:44 +01:00
Unknown W. Brackets
39d6ea2985
Vulkan: Auto-set queued deletes to null.
2016-10-09 12:16:42 -07:00
Unknown W. Brackets
31e46f0931
Vulkan: Allocate buffer space on the right frame.
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This was causing crashes if the frame wasn't 0.
2016-10-09 11:28:09 -07:00
Unknown W. Brackets
363ede5e99
Vulkan: Setup draw engine for device restore.
2016-10-09 11:28:08 -07:00
Unknown W. Brackets
f5f9b5227d
Tweak 565 buffer clearing.
2016-09-18 20:38:19 -07:00
Unknown W. Brackets
ee0bc6c04d
Clear memory when clearing drawing.
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This should help synchronize block transfers better.
Should improve #8973 .
2016-09-18 20:38:19 -07:00
Henrik Rydgard
5005e83254
Consistency improvements to the memory protect/alloc APIs
2016-08-28 12:28:17 +02:00
Unknown W. Brackets
f16f163edf
Remove duplicate override.
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This is the same function, it was meant to be refactored.
2016-05-21 15:45:03 -07:00
Unknown W. Brackets
68717411b1
Track when we see a clear indicate a size of a vfb.
2016-05-19 21:17:09 -07:00
Henrik Rydgård
2c84411426
Merge pull request #8720 from unknownbrackets/tex-range
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Move texture decode/hash to after vertex decode
2016-05-07 22:15:19 +02:00
Unknown W. Brackets
5eb66fe167
Vulkan: Allocate more image samplers by default.
2016-05-06 19:51:03 -07:00
Unknown W. Brackets
53535558f8
Vulkan: Move texture hash/decode after vtx decode.
2016-05-01 17:42:08 -07:00
Unknown W. Brackets
ffef628667
Vulkan: Move ApplyTexture after vert decode.
2016-05-01 17:39:29 -07:00
Unknown W. Brackets
02995ff083
Tiny cleanup to indexgen.
2016-04-10 02:30:33 -07:00
Henrik Rydgard
d85dce0c21
Add limited support for newly discovered 32-bit index buffer format (by unknownbrackets)
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See https://github.com/hrydgard/pspautotests/pull/184
Will truncate indices past 65536.
2016-04-10 11:03:07 +02:00
Henrik Rydgard
fa64417917
Minor warning fixes
2016-04-10 10:34:39 +02:00
Henrik Rydgard
e1f660ebc1
Update vulkan structure init to the new style
2016-04-02 23:57:23 +02:00
Henrik Rydgard
861a30a6cd
Fix an assortment of minor resource leaks, make vulkan validator happier.
2016-04-02 11:06:39 +02:00
Henrik Rydgard
c1e9df0777
Adjust the displayed debug stats for each backend. Cleanup.
2016-03-31 10:23:40 +02:00
Henrik Rydgard
718789b99d
Some cleanup in framebuffer code. Don't set BlendColor dynstate unless we need it.
2016-03-31 09:23:17 +02:00
Henrik Rydgard
32f5930e15
Move clear handling to FramebufferVulkan, center the clear properly in non-buffered. more cleanup.
2016-03-31 00:50:50 +02:00
Henrik Rydgard
c2b66a0882
Another leak fix, buildfix
2016-03-31 00:49:10 +02:00
Henrik Rydgard
2e55ba345c
Some comments
2016-03-31 00:49:10 +02:00
Henrik Rydgard
e124962d15
Fix depth/stencil clears (already fixed in framebuffer branch)
2016-03-31 00:48:01 +02:00
Henrik Rydgard
c75e9a0990
Fix vertex pushbuffer allocation for games that use indexed drawing with the same base repeatedly.
2016-03-31 00:46:50 +02:00
Henrik Rydgard
40d05e292c
Cleanup in FramebufferVulkan to reduce the size of future diffs
2016-03-28 20:23:29 +02:00
Henrik Rydgard
a8c386b94c
Make VulkanImage a little more flexible (make it possible to create depth images)
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Just preparation.
2016-03-28 18:25:05 +02:00
Unknown W. Brackets
b1a2a44377
Vulkan: Update dyn stencil state only as needed.
2016-03-26 20:15:42 -07:00
Henrik Rydgard
20f227cc4d
Vulkan: Fix Prescale UV
2016-03-21 18:50:11 +01:00
Unknown W. Brackets
450d70ff06
Vulkan: Remove some outdated comments.
2016-03-20 22:51:07 -07:00
Unknown W. Brackets
9fd040eed0
Vulkan: Cache only device in push buffers.
2016-03-20 22:49:38 -07:00
Henrik Rydgard
0009b55210
Make placeholder texture black
2016-03-20 23:36:09 +01:00
Henrik Rydgård
2485c320f3
Merge pull request #8649 from unknownbrackets/vulkan-buf
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Dynamically reallocate buffers when out of space
2016-03-20 23:32:08 +01:00
Unknown W. Brackets
f91cc6191a
Vulkan: Start with smaller buffers by default.
2016-03-20 15:23:03 -07:00
Unknown W. Brackets
82a902382b
Vulkan: Centralize shader UBO update, DRY.
2016-03-20 15:15:03 -07:00
Henrik Rydgard
a6a56b9a69
Vulkan: Cache the texture pointer. Use a checkerboard placeholder texture where missing
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(framebuffer textures in non-buffered)
2016-03-20 22:46:49 +01:00
Henrik Rydgard
0b1cfaf751
Be more economical with UBO pushbuffer space by reusing the last data when possible.
2016-03-20 19:35:31 +01:00
Henrik Rydgard
5d19f3dfb8
Decode vertex data directly into the vertex pushbuffer, saving a memcpy.
2016-03-20 19:35:03 +01:00
Henrik Rydgard
d7ffc39d2a
Vulkan: Remove support for software skinning to reduce complexity
2016-03-20 19:35:03 +01:00
Henrik Rydgard
d0659f0deb
No need to align vertex/index data. Will only be harmful for an upcoming optimization.
2016-03-20 19:35:03 +01:00
Henrik Rydgard
2c61b1e763
Change the VulkanPushBuffer API to allow for adding support for dynamic growth
2016-03-20 19:35:03 +01:00
Henrik Rydgard
5d56537a16
Move VulkanPushBuffer into VulkanMemory.h
2016-03-20 19:31:02 +01:00
Henrik Rydgard
f7113bb2e3
Use separate pushbuffers for UBO/Index/Vertex. This will make decoding directly into the pushbuffers easier, plus other benefits later.
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(For example, we'll often be able to avoid rebinding the vertex and
index buffers at new offsets by just keep counting upwards between draws,
if the vertex format is the same but other state changed)
2016-03-20 19:31:02 +01:00
Unknown W. Brackets and Henrik Rydgard
dad64b39b6
Vulkan: Properly set the alpha test ref.
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It's definitely not a float, oops.
2016-03-20 19:31:02 +01:00