Henrik Rydgård
710c6b6ad1
Fix crash in shader upscaling. This variable shadowed the one that now lives in Common.
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Fixes #15778
2022-08-02 08:33:50 +02:00
Henrik Rydgård
063cd18254
Simplify CPU upscaling code
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Use the existing expandTo32bit mode in the texture decoder instead of
the backend-specific switches and stuff.
Just gets rid of a bunch of redundant code and makes further changes
easier.
2022-07-30 15:06:25 +02:00
Henrik Rydgård
c4dfbf4f1a
Delete a lot of specialized alpha checking code.
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This was now only used to check alpha in CLUTs, and the generic functions will not actually be any slower.
2022-04-15 12:34:50 +02:00
Unknown W. Brackets
2479d52202
Global: Reduce includes of common headers.
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In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Henrik Rydgård
c2f594cc73
Remove the VulkanDeviceAllocator
2021-11-22 18:54:09 +01:00
Unknown W. Brackets
8a5f07b860
Vulkan: Don't cache vulkan_ with draw context.
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Since we can get the VulkanContext cheaply from the draw context, it's
easier to make sure things stay up to date.
2021-11-14 15:25:28 -08:00
Henrik Rydgård
6349704924
Switch texture scaling shaders to a fixed scale model, preparing for the next change.
2021-11-07 13:12:28 +01:00
Henrik Rydgård
c111d6cc2d
Remove the copy-compute-shader path
2021-11-07 12:55:39 +01:00
Unknown W. Brackets
ae474f5f18
GPU: Correct some field shadowing.
2021-02-15 12:00:29 -08:00
Unknown W. Brackets
c630d365cd
Vulkan: Allow tex shaders to specify a max scale.
2021-01-28 01:03:02 -08:00
Henrik Rydgård
3c2733d8eb
Adreno/OpenGL: Limit shader depal to 6xx series GPUs. Should help #13668 .
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Also make a function static.
2020-11-22 18:00:07 +01:00
Henrik Rydgård
886a8b1ac6
Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
2020-10-05 21:05:23 +02:00
Henrik Rydgård
0e3a84b4a8
Move most GPU things to Common.
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It works after the move, on Windows and Android at least.
Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård
ea2d2ec434
Remove unused lastBoundTexture from Vulkan
2020-09-21 08:57:19 +02:00
Henrik Rydgård
eaca9d1b59
Remove dirtying of TEXTURE_PARAMS from ForgetLastTexture, not its responsibility.
2020-09-21 08:56:58 +02:00
Henrik Rydgård
707e9cf7ac
Remove some unnecessary function parameters, improve some comments.
2020-09-20 20:44:18 +02:00
Henrik Rydgård
5190f85c8e
Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
2020-09-14 00:04:39 +02:00
Henrik Rydgård
41eee6a1a4
Decouple framebuffers from texcache entries entirely.
2020-09-12 14:25:50 +02:00
Unknown W. Brackets
d99e67a061
Vulkan: Allow custom texture upscaling shaders.
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Let's not just hardcode.
2020-08-01 22:00:04 -07:00
Henrik Rydgård and Unknown W. Brackets
a355f49c91
Also experiment with a "copy shader" that just does raw data manipulation into GPU local memory, then copies to image from there.
2019-09-29 10:39:12 -07:00
Henrik Rydgård and Unknown W. Brackets
9ed66001c6
Use a plain compute shader for RGBA8888 texture uploads, as a proof of concept.
2019-09-29 10:27:50 -07:00
Henrik Rydgård and Unknown W. Brackets
e6bec3e555
Vulkan: Add simple manager for compute shaders that upload data to images.
2019-09-29 10:24:48 -07:00
Henrik Rydgård
81276c8862
Fix various bugs.
2018-04-13 14:19:05 +02:00
Henrik Rydgård
86966684d4
Vulkan: Remove the wrapper struct around VulkanTexture
2018-04-05 23:23:14 +02:00
Henrik Rydgård
f967e206b8
Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
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Also this is good for terminology, no more confusion with the texture
replacement facility :)
2018-03-25 10:50:37 +02:00
Henrik Rydgård
dc6a4ea753
Fix annoying name clashes (Status is in X11 headers..)
2017-12-15 16:34:29 +01:00
Henrik Rydgård
2ebae034a4
Vulkan: Show samplers in "shader debug"
2017-12-07 09:28:18 +01:00
Henrik Rydgård
d0c248368d
Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it's unnecessary to have the UI put pressure on that.
2017-12-03 10:29:41 +01:00
Henrik Rydgård
65275c29b7
Share UpdateSamplingParams between D3D11 and Vulkan. Support lod bias in Vulkan.
2017-11-15 14:21:17 +01:00
Henrik Rydgård
3cc5d8f40a
More minor vulkan fixes and cleanups. Don't actually call "Resized" if the size stays the same.
2017-11-10 12:41:06 +01:00
Henrik Rydgård
6eb58b1252
Keep the draw context up to date in a bunch of places. More logging.
2017-11-09 16:28:22 +01:00
Henrik Rydgård
3f503ca297
Implement the rest of Vulkan framebuffer depal. Not yet working though.
2017-10-31 12:34:59 +01:00
Henrik Rydgård
65e23bb9f3
Some reorganization. Start implementing framebuffer depal for Vulkan.
2017-10-31 12:34:31 +01:00
Henrik Rydgård
4a30aedc53
Unify and move around code to cleanup some debug accessors
2017-10-18 13:10:05 +02:00
Henrik Rydgård
6a1fa728d8
Remove Globals.h
2017-08-31 17:15:22 +02:00
Henrik Rydgård
9b6aece6fc
Buildfix
2017-08-20 19:40:50 +02:00
Henrik Rydgård
2f85e6516e
Minor optimizations (use the new hashmap in a few more places)
2017-08-20 19:18:46 +02:00
Henrik Rydgard
8eb668ea59
D3D11: Enable pixel depth rounding. GL: Fix a crash bug
2017-02-23 20:40:53 +01:00
Henrik Rydgard
ca9050af12
These should be deleted too.
2017-02-20 00:36:37 +01:00
Henrik Rydgard
4c897ff853
Forgot to delete CheckFullHash duplicates
2017-02-20 00:21:54 +01:00
Henrik Rydgard
f753573332
Unify HandleTextureChange
2017-02-20 00:13:21 +01:00
Henrik Rydgard
f15e25c4b5
Centralize SetTexture
2017-02-20 00:05:23 +01:00
Henrik Rydgard
e24e652b0d
Prepare to unify SetTexture
2017-02-19 23:50:04 +01:00
Henrik Rydgard
aae2030a14
Unify Decimate()
2017-02-19 23:39:35 +01:00
Henrik Rydgard
d9c20fbaff
Unify ApplyTexture
2017-02-19 23:25:09 +01:00
Henrik Rydgard
7890b61cc5
More work towards unifying ApplyTexture
2017-02-19 23:19:55 +01:00
Henrik Rydgard
f839f1944e
Work towards unifying ApplyTexture
2017-02-19 23:07:00 +01:00
Henrik Rydgard
665ffe34ab
Centralize DeleteTexture
2017-02-19 22:50:04 +01:00
Henrik Rydgard
dbafc6ef95
Centralize Texcache::Clear
2017-02-19 22:31:07 +01:00
Henrik Rydgard
ba95e0f4d9
Initial stab at porting the DX9 backend to D3D11. Not working yet.
2017-02-09 13:28:40 +01:00