Henrik Rydgard
7cb6192005
Rename the TransformPipeline files to DrawEngine, and GLES_GPU to GPU_GLES
2016-04-10 10:31:42 +02:00
Henrik Rydgard
e611915a52
Rename some GPU classes and enums to fix some consistency issues between the backends.
2016-04-10 10:21:48 +02:00
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1300631e9a
Allow unswizzling with a dest pitch.
2016-03-26 23:38:50 -07:00
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f31fbb9417
Cleanup fbTexInfo_ when detaching framebuffers.
2016-03-26 12:30:34 -07:00
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aad04f2941
Centralize the texcache key format.
2016-03-26 12:30:33 -07:00
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e8c8f19aec
Move framebuf attachment into central code.
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It doesn't look like this will be different, and there's a bug in it.
2016-03-26 12:30:32 -07:00
Henrik Rydgard
bd17351ef9
Texcache: Minor refactor/cleanup
2016-03-22 23:56:55 +01:00
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add506a0d3
Cleanup differences in aniso handling.
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Some places were not handling it as a power of two.
2016-03-20 19:31:02 +01:00
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e30ab95179
d3d9: Fix maxSeenV when not known.
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And just make the code reused between both. Fixes #8478 .
2016-01-22 18:48:54 -08:00
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909d477719
Support CLUTs at an x offset.
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Used by Kurohyo 2. Highly unlikely to be a mis-estimate within stride.
2016-01-05 00:02:58 -08:00
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28a07c70c6
Explicitly download rendered cluts.
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This avoids triggering logic that tries to get the sizing right, or
optimize frequent copies. CLUTs often get estimated wrong, so it's better
to copy just the correct range, always.
2016-01-04 21:29:03 -08:00
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6cc69ed25f
Factor out texture shader application.
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This allows it to be reused between depal and indexed textures (second not
implemented yet.)
2016-01-03 23:50:49 -08:00
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e427d09628
Determine scaleFactor once per frame.
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This way, for auto, we can properly treat it like scaleFactor = 1 when the
resolution is small.
2016-01-03 23:06:15 -08:00
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35d1379ac6
Don't use maxV when it's 0.
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That means we couldn't tell. Fixes #8353 .
2016-01-02 17:46:28 -08:00
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2494176919
Remove incorrect CLUT4 optimization.
2016-01-02 13:20:30 -08:00
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69daa75228
Move more common code around in texcache.
2015-12-31 11:41:02 -08:00
Unknown W. Brackets
256c7b6271
Consistently use INVALID_TEX.
2015-12-31 11:13:41 -08:00
Unknown W. Brackets
a45f05c598
Move NotifyFramebuffer and LoadClut to common code.
2015-12-31 11:13:39 -08:00
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7a864f5aa1
Be forgiving when maxSeenV increases.
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This still allows us to optimize < 512 heights, but at the same time,
doesn't hit spritesheets as hard and avoids the scaling penalty.
2015-12-30 17:15:50 -08:00
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d18164bd4d
d3d9: Clean up some scaling handling.
2015-12-30 16:54:25 -08:00
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1072028ef5
Fix scaling of NOT frequently changing textures.
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Oops. Sorry.
2015-12-30 16:38:07 -08:00
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e3e8fbf7ce
Correct bufw handling when texture is unscaled.
2015-12-30 16:26:39 -08:00
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f32e4bc3c9
Regain frequently changing texture trust faster.
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This allows us to start scaling it again sooner, if it stops changing
frequently.
2015-12-30 13:49:53 -08:00
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1f5813dd82
Mark frequently, but known, changed textures.
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We don't have to rehash these, but they still may be too slow to upscale.
May help #6031 .
2015-12-30 13:31:16 -08:00
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6856fbbef7
Show an OSM whenever VRAM fills up.
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This way they know stuff is happening that is not ideal.
2015-12-30 13:29:29 -08:00
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6129af9b4a
Reduce tex scaling automatically if VRAM is full.
2015-12-30 13:23:05 -08:00
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164594b044
Use a VAO for all drawing, and VBOs throughout.
2015-12-19 09:18:34 -08:00
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1339f6b1f3
Report formats on usage of rendered clut.
2015-11-26 14:31:46 -08:00
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3965cba187
Disable clut render for now as a "slow effect".
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Also, add reporting.
2015-11-26 13:42:18 -08:00
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8e2557bafe
Support render-to-clut, at least in some cases.
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This is pretty much only tested with Brave Story. See #6754 .
There may be other cases which are not handled yet.
2015-11-26 13:31:17 -08:00
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2ed8aab2d7
Avoid direct refs to OES_texture_npot.
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So that we can control it centrally in GLES_GPU.
2015-11-15 15:06:09 -08:00
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ac31c66a60
Fix #8169 , really dumb typos.
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Sorry.
2015-11-04 19:40:53 -08:00
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95a5bd62d5
Switch a few other things to use force().
2015-11-03 23:02:02 -08:00
Henrik Rydgard
f4248cb550
Remove a whole lot of flipping special cases
2015-11-02 20:07:30 +01:00
Henrik Rydgård
6c08e00e8c
TextureCache: Don't proceed if we get a crazy bufw for some reason, risk of crashing.
2015-10-14 22:13:50 +02:00
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161efea38e
Prevent unbinding array buffer in depal.
2015-10-07 22:11:24 -07:00
Unknown W. Brackets
659ee2c3f6
Ensure we update sampling params on tex update.
2015-10-01 22:56:31 -07:00
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dff4aeb30f
Correct uv bound pointers in arm vertexjit.
2015-09-13 14:55:10 -07:00
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93e9d6cd56
Respect framebuffer offset in fb copies.
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We need to offset the copy coordinates also, or we'll copy the wrong
thing.
2015-09-13 11:35:15 -07:00
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62de281e35
Use texture UV range to optimize framebuf copies.
2015-09-13 11:34:52 -07:00
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f4df7f076e
Hash less of 512 tall textures when possible.
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This allows xBRZ to work better on such textures, and also may reupload
them less frequently.
2015-09-13 11:15:57 -07:00
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52c3fc221b
Also split DirectX9's texture cache.
2015-09-13 09:36:17 -07:00
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c7e6f051e4
Split the texture application into two stages.
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The latter simply applies the texture.
This makes our IsAlphaTestTriviallyTrue() check correct.
2015-09-13 09:30:39 -07:00
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71afaffc20
Pack texture cache entries just a bit tighter.
2015-09-13 06:43:47 -07:00
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7d63a10fdd
Centralize texture cache entry structures.
2015-09-13 06:43:37 -07:00
Unknown W. Brackets
e1df8fc45f
Centralize sampling params and test optimizations.
2015-09-13 06:38:07 -07:00
Henrik Rydgard
ab3468ea02
Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h
2015-09-06 13:45:17 +02:00
Henrik Rydgard
0237b84efd
Reduce use of #ifdef USING_GLES2 some more
2015-09-05 23:09:06 +02:00
Henrik Rydgard
f524049277
Move more GPU feature checks upfront. Re-check when exiting settings menu.
2015-09-05 21:23:58 +02:00
Henrik Rydgard
d7f4c47c22
Refactor: Even more getting rid of gstate access in the framebuffer manager.
2015-08-05 12:13:14 +02:00