Commit graph

88 commits

Author SHA1 Message Date
xebra
f14b75492d [spline/bezier]Split SendDataToShader() into two functions. 2017-03-23 23:28:38 +09:00
Henrik Rydgård
17a250df7a Always trigger gpu->Resized when exiting GameSettingsScreen.
Strangely, this does NOT help #9438.
2017-03-17 10:27:49 +01:00
xebra
f9ab61a005 [spline/bezier]Implement hardware tessellation on Vulkan. 2017-02-25 19:28:15 +09:00
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
e83dd2b524 Minor cleanup, elimintate some bind ordering hazards that D3D11 warns about 2017-02-17 14:31:02 +01:00
Henrik Rydgard
4538edad14 Work towards enabling shader blending on D3D11 2017-02-17 12:21:18 +01:00
Henrik Rydgard
9c55e1e0de Only enable RAM Clears for the SOCOM games that require it.
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
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.
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.
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.
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
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)
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)
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
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
(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