Henrik Rydgård
dcd33a4692
Remove redundant bind on GL texture build. Improve dirtying of texture state.
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
277f0e4ec6
Fix bug in GLES texture filter setup
2020-09-17 20:53:02 +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Remove some outdated debugging code (SetDebugTexture)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
41eee6a1a4
Decouple framebuffers from texcache entries entirely.
2020-09-12 14:25:50 +02:00
Henrik Rydgård
cb3ed8f4a1
Merge pull request #13343 from unknownbrackets/xxhash
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Switch to XXH3
2020-08-28 12:20:26 +02:00
Unknown W. Brackets
e32524c544
GPU: Remove ReliableHash aliases.
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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.
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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
f44717c4f5
TexCache: Force recreate texture on detach.
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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.
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This means a framebuffer texture that is somehow not attached, but better
to avoid the crash.
2020-08-23 08:24:46 -07:00
Henrik Rydgård
58ef0c8e80
Texture from framebuffer: Logging improvements
2020-08-04 14:45:14 +02:00
Henrik Rydgård
737688a22a
Annotate calls to RebindFramebuffer with their cause.
2020-06-02 09:51:38 +02:00
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
5009698cc0
Core: Use a shared_ptr for i18n categories.
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This does not make them thread safe, but it reduces the chances of a crash
a bit (see #12594.)
2020-02-09 07:35:16 -08:00
Henrik Rydgård
46447c9e90
Correct the wrong GL DataFormat enums
2019-10-24 23:01:45 +02:00
Henrik Rydgård
8c2e318416
OpenGL dataformat cleanup - pass Draw::DataFormat to the GLRenderManager.
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Avoids triple GLenum all over the place, and also clearly shows that the
mapping is wrong.
2019-10-24 22:41:41 +02:00
Unknown W. Brackets
adeca2c3ba
GLES: Move some vendor bug checks to Draw.
2018-12-23 20:27:22 -08:00
Unknown W. Brackets
d9510f8824
D3D11: Allow shader blend to self.
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It was forcing from black before. See #9616 .
2018-11-24 10:19:28 -08:00
Henrik Rydgård
842290b6dd
Workaround for bad int behaviour on Adreno / GLES. (no problems in
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Vulkan).
See #11480 , should help #11479 .
2018-10-20 13:22:14 +02:00
Unknown W. Brackets
97773d3dd5
TexCache: Fix texture alignment in GLES.
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We must align to 4 bytes, and we aren't always aligned to 16 anymore, so
we must check when dealing with swizzle.
2018-09-08 19:00:30 -07:00
Unknown W. Brackets
70318fda37
GLES: Enable shader depal with Vulkan fixes.
2018-08-12 19:49:08 -07:00
Unknown W. Brackets
78dc07e7a3
Headless: Fix graphics tests for Vulkan/Direct3D.
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Otherwise we hang because there's no thread to ever end.
2018-07-29 11:26:04 -07:00
Henrik Rydgård
42f4d7b40f
OpenGL: Fix bug where we could end up calling glUniformMatrix without a bound program. Found by GL debug callback on NV.
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This adds a bit of extra checking that's only enabled in _DEBUG builds.
2018-07-28 11:09:01 +02:00
Unknown W. Brackets
ccef997a7a
GE Debugger: Fix asserts when reading debug tex.
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This is unfortunate, but right now BuildTexture() applies the sampling
settings which happen within a render pass. So we must have a render
pass.
2018-06-11 14:56:25 -07:00
Unknown W. Brackets
8d07e6d985
GPU: Prevent temp FBOs from overwriting each other.
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Sometimes we'd use two temp FBOs in the same draw (e.g. shader blending +
depal.) This could cause the same temp FBO to get used for two purposes,
causing weird behavior.
2018-05-06 08:57:44 -07:00
Henrik Rydgård
698bd75209
Fix regression caused by the new depal code for Vulkan. Fixes #10993
2018-05-04 22:24:11 +02:00
Unknown W. Brackets
3eb0450998
Depal: Reapply texture when bounds change.
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Since we need each slice of the texture when we use bounds to reduce the
size. Fixes #10951 .
2018-04-22 10:43:46 -07:00
Henrik Rydgård
fb7a63bd11
Implement shader depal for GL as well, but disabled by default.
2018-04-13 20:00:14 +02:00
Henrik Rydgård
117dad8a48
Just add some constants for the GL texture slots.
2018-04-13 09:11:08 +02:00
Henrik Rydgård
398d375568
Fix issue in TextureCacheGLES::DeviceRestore
2018-04-05 20:17:30 +02:00
Henrik Rydgård
1d6263d5eb
More GL shutdown fixes. Partially fixes #10868
2018-04-05 12:28:59 +02:00
Henrik Rydgård
01d81ffa72
OpenGL: Fix texture wrapping of render targets.
2018-03-28 11:23:41 +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
28e202a089
Buildfix, oops
2018-02-28 19:15:29 +01:00
Henrik Rydgård
83c82a5ebd
GL: Fix depal issue where we forgot to set vp/scissor properly. Update some asserts.
2018-02-28 18:45:14 +01:00
Unknown W. Brackets
506dfcb916
GLES: Fix texture scaling.
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Oops, and I had broken it again.
2018-02-22 19:58:52 -08:00
Unknown W. Brackets
4b8d8c875d
Qt: Remove old texture debug API.
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No one's testing it and it's not the best way. We have a better
implemented API and should use it instead.
2018-02-19 09:09:35 -08:00
Unknown W. Brackets
ecd1a04e44
GLES: Fix unpack misalignment, Qt debugger freeing.
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We no longer use unpack, so we should always decode to w not bufw.
2018-02-19 09:02:22 -08:00
Unknown W. Brackets
438951f844
GLES: Properly free when upscaling textures.
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Oops. Fixes crash introduced by #10603 .
2018-02-18 19:03:31 -08:00
Unknown W. Brackets
0474ff5c23
GLES: Use aligned memory for textures.
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We use SSE on them, and they used to be aligned, and must be aligned in
PSP RAM, so keep them aligned.
This only really affects 32-bit, since allocs will typically be aligned on
64-bit anyway.
Fixes #10601 .
2018-02-11 08:13:57 -08:00
Henrik Rydgård
ce16547854
GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583
2018-02-07 19:49:58 +01:00
Unknown W. Brackets
acc3e39b67
GLES: Reintroduce out of memory checks.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
900e53b6dc
GLES: Re-enable texture scaling.
2018-01-27 15:10:17 +01:00