Commit Graph
3378 Commits
Author SHA1 Message Date
Henrik Rydgård 277f0e4ec6 Fix bug in GLES texture filter setup 2020-09-17 20:53:02 +02:00
Henrik Rydgård d6d72db0a9 Unify BlitFramebufferDepth. 2020-09-17 20:53:02 +02:00
Henrik Rydgård d0f7b1e30f Make the implementations of CopyFramebufferDepth more similar.
Also avoid matching framebuffers with bad z for copies.
2020-09-17 20:52:45 +02:00
Henrik Rydgård 181ddd842a Unify some GPU_SUPPORT* bits 2020-09-17 20:52:32 +02:00
Henrik Rydgård 1b3413945b Some header include cleanup 2020-09-16 09:20:41 +02:00
Henrik Rydgård a222b2017e Switch to a returned value and rename these functions. 2020-09-14 00:04:39 +02:00
Henrik Rydgård 5190f85c8e Unify/centralize SetFramebufferSamplingParams. Some include cleanup. 2020-09-14 00:04:39 +02:00
Henrik Rydgård d8263d50f4 Make the signature of all the SetFramebufferSamplingParams the same 2020-09-14 00:04:39 +02:00
Henrik Rydgård 9ea295093b TextureCacheGLES: Also share the same sampler calculation for GLES. 2020-09-14 00:04:39 +02:00
Henrik Rydgård b81e0669e6 TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan. 2020-09-14 00:04:39 +02:00
Henrik Rydgård a4c071261b TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry 2020-09-13 16:40:37 +02:00
Henrik Rydgård 5d5e5fe6ff Remove some outdated debugging code (SetDebugTexture) 2020-09-13 12:18:38 +02:00
Henrik Rydgård 3dff9781fc Fix GetCurrentTextureDebug 2020-09-13 09:33:06 +02:00
Henrik Rydgård f6db1c2b01 Show how many times we evaluate framebuffers per frame in debug statistics. 2020-09-12 15:37:03 +02:00
Henrik Rydgård 41eee6a1a4 Decouple framebuffers from texcache entries entirely. 2020-09-12 14:25:50 +02:00
Unknown W. Brackets cbeeb8fdf1 GPU: Allow culling in through mode.
It works per tests and is used in Soul Caliber.  Fixes #13400.
2020-09-08 15:52:01 -07:00
Henrik Rydgård cb3ed8f4a1 Merge pull request #13343 from unknownbrackets/xxhash
Switch to XXH3
2020-08-28 12:20:26 +02:00
Unknown W. Brackets e32524c544 GPU: Remove ReliableHash aliases.
Let's just use XXH32/XXH64 directly in texture replacements, clearer
anyway.
2020-08-28 01:15:22 -07:00
Unknown W. Brackets 7f812a5d9a GPU: Hash CLUT using XXH3 with replacements off.
It's faster, but if texture replacements are enabled, we want the hash to
stay the same.
2020-08-27 20:46:39 -07:00
Unknown W. Brackets 15c25be42b GPU: Switch vertex/lookup hashes to XXH3.
This is faster pretty much everywhere.
2020-08-27 20:37:49 -07:00
Unknown W. Brackets f44717c4f5 TexCache: Force recreate texture on detach.
We could have multiple detaches, and we delete the texture on attach, so
we really must make sure we recreate.

Fixes #13320.
2020-08-23 21:29:53 -07:00
Unknown W. Brackets 3b11b09621 Debugger: Check for no texture before debug bind.
This means a framebuffer texture that is somehow not attached, but better
to avoid the crash.
2020-08-23 08:24:46 -07:00
Unknown W. Brackets 3055deeba6 GPU: Fix some case warnings.
Better to avoid the warnings.
2020-08-19 21:18:44 -07:00
Henrik Rydgård 5313fc5b36 More work on GL state leaks. Some things really need a redesign. 2020-08-18 09:18:24 +02:00
Henrik Rydgård ccc0331279 Move timeutil to Common. (Experiment to see how much work it is to move these). 2020-08-15 20:53:08 +02:00
Henrik Rydgård c41f875df4 Remove base/logging.h in a whole lot more places. 2020-08-15 19:09:00 +02:00
Henrik Rydgård b43698a13d Remove most instances of base/logging.h from Common, Core, GPU, more 2020-08-15 19:08:44 +02:00
Unknown W. Brackets b8342fb8ec SaveState: Rename ChunkFile files to Serialize.
Makes more sense and less weird than ChunkFileDoMap, etc.
2020-08-10 08:04:05 +00:00
Unknown W. Brackets 1dc5ee424b SaveState: Split out Do types to reduce headers. 2020-08-10 08:03:44 +00:00
Henrik Rydgård e6dfb55d3d Optimize value conversion in (unused) depth readback.
This also exposes factors we can feed into shaders to do the conversion
on the GPU.
2020-08-09 10:47:01 +02:00
Henrik Rydgård 58ef0c8e80 Texture from framebuffer: Logging improvements 2020-08-04 14:45:14 +02:00
Henrik Rydgård d57edfbdac Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency 2020-08-03 23:17:22 +02:00
Henrik Rydgård c5e0b799d9 Remove category from _assert_msg_ functions. We don't filter these by category anyway.
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Henrik Rydgård bb6219e402 Merge pull request #12921 from unknownbrackets/postshader
Use less FBOs for chained post-processing shaders
2020-07-13 18:52:53 +02:00
Henrik Rydgård 6009bf7b74 Merge pull request #12952 from unknownbrackets/vulkan-safesize
Vulkan: Match safe size behavior on all backends
2020-07-13 15:59:09 +02:00
Henrik Rydgård 4537b807c6 Merge pull request #12969 from unknownbrackets/vertex-cache
Fix and improve the GLES vertex cache
2020-07-13 14:38:06 +02:00
Unknown W. Brackets cdb7e2fc1e GPU: Add sampler1 for postshader orig source. 2020-06-12 12:35:37 -07:00
Unknown W. Brackets 9ef521d945 GPU: Avoid immediate postshader FBO recreate.
Before, we created things at the wrong size, then recreated at the right.
Now we just start at the correct size once.
2020-06-12 12:35:35 -07:00
Henrik Rydgård 737688a22a Annotate calls to RebindFramebuffer with their cause. 2020-06-02 09:51:38 +02:00
Unknown W. Brackets 56f4335915 GLES: Delay buffer use in vertex cache.
This creates the buffer on frame 2, starts using it on frame 3.
2020-05-24 14:47:41 -07:00
Unknown W. Brackets c051e9ec2c GLES: Fix disabled vertex cache code. 2020-05-24 14:05:54 -07:00
Henrik Rydgård 370678c498 Do a similar thing for D3D (let the backend handle the dirtying). 2020-05-24 20:57:59 +02:00
Henrik Rydgård bebf649705 OpenGL/Vulkan: Rework the contract around dynamic state. Removes some ugly dirtying from the GL render manager. 2020-05-24 20:27:58 +02:00
Unknown W. Brackets ea1f0a1195 Vulkan: Match safe size behavior on all backends.
Before, we would not mark a safe size for some Vulkan clears where depth
was not cleared, deviating from other backends.  We also never detected
that on PowerVR.  This makes things more consistent.
2020-05-23 00:25:39 -07:00
Henrik Rydgård fabe987c8f Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step"). 2020-05-21 11:24:05 +02:00
Unknown W. Brackets 4ef4325fdb GPU: Avoid unnecessary clear on stencil upload.
In this common case, we've typically just bound the buffer to upload a
texture to it.  No need to start a new render pass.

This dodges #12927 but doesn't really fix the underlying issue.
2020-05-18 21:36:06 -07:00
Unknown W. Brackets a36239473d GLES: Add dependency tracking for render passes.
Let's try to invalidate when it's possible.  We move the invalidate to the
end of the render when detected.
2020-05-17 11:06:39 -07:00
Unknown W. Brackets 32a7e7345e GPU: Centralize framebuffer download.
And try not to use a potentially-null nvfb.  Primarily this can happen on
Direct3D backends.
2020-05-17 10:59:33 -07:00
Unknown W. Brackets d88099e701 GLES: Specify buffer type just to be safe.
Probably doesn't matter, but maybe some drivers take it as a hint?
2020-05-16 23:48:56 -07:00
Unknown W. Brackets 22e46b51c2 GPU: Centralize DestroyAllFBOs().
This cleans up the postshader update code.
2020-05-13 18:15:04 -07:00