Henrik Rydgård
8e1caadb48
Remove some unnecessary reporting.
2020-08-06 10:20:27 +02:00
Henrik Rydgård
09e300e646
Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
2020-08-04 14:51:37 +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.
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Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Unknown W. Brackets
7024a2877d
GPU: Take A off RGB565 conversion funcs.
2020-05-13 18:17:58 -07:00
Unknown W. Brackets
884a64b932
GPU: Cleanup skip buffer texture draws.
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These will be used when a game does multiple transfers from RAM to the
screen, rather than one big one. Wasn't clearing some state, though.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
16e47f6333
GPU: Calc framebuf offset with right params.
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It has nothing to do with the target or source framebuf, oops.
2020-05-07 23:22:51 -07:00
Unknown W. Brackets
48980d8786
GLES: Simplify the framebuf offset detection.
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It's clearly not been understood well as changes were made, so let's dump
a bunch of comments on it.
2020-05-07 23:12:14 -07:00
Unknown W. Brackets
ad98609819
GPU: Use consistent buffered rendering state.
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The setting can be changed in Qt and Windows between frames, so let's
track the current setting in most places. This is everywhere fbman is
easily accessible.
2020-04-04 10:51:47 -07:00
Unknown W. Brackets
c7a27ed9af
GPU: Fix memory corruption with bufw > w.
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Seen for example in Mecho Wars.
2020-03-19 20:56:02 -07:00
Henrik Rydgård
9c4649d3ac
Assorted cleanup
2019-09-27 23:25:30 +02:00
Henrik Rydgård
2f26297062
Clean up some more ifdefs
2019-05-10 23:25:57 +02:00
driver1998
5072584781
Fix neon headers for MSVC ARM64
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MSVC uses arm64_neon.h for ARM64, arm_neon.h is ARM32 only.
2019-05-04 22:45:15 +08:00
Henrik Rydgård
15f2e48887
Only mask away Z mirrors if inside VRAM
2018-11-12 08:19:19 +01:00
Henrik Rydgård
d8f4a70396
Remove constraint that virtual framebuffers have to represent VRAM.
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Prerequisite for #11531 , virtual readbacks.
2018-11-12 08:19:14 +01:00
Unknown W. Brackets
a4c0640f01
GE Debugger: Factor out host calls some.
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Moving more of this to cross platform for the web debugger.
2018-09-01 08:32:03 -07:00
Unknown W. Brackets
00daa00ae5
TexCache: Keep maxSeenV on clut variants in sync.
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This ensures that we detect changes properly even when they are outside
the max V used with one CLUT.
Fixes #9355 , enemy fade out in FF2.
2018-08-29 22:07:27 -07:00
Unknown W. Brackets
3f48e446b6
GPU: Fix texture handling on framebuf detach.
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We were never creating/recreating the texture, so we ended up with null.
Caused all sorts of problems.
2018-08-25 09:57:37 -07:00
Unknown W. Brackets
fd183715ec
Vulkan: Decimate when there are many slabs.
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This helps avoid one little texture holding onto a whole slab.
Won't change behavior when they are full, since then the cacheSizeEstimate
should be fairly high.
2018-04-06 21:42:32 -07:00
Henrik Rydgård
c41273d333
When binding a framebuffer to a texcache entry, delete its texture. Should help #10823
2018-03-29 13:29:09 +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
Unknown W. Brackets
e97046da4e
TexCache: Decimate aggressively with many variants.
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It should be safe to decimate after fewer frames with a threshold like
this.
2018-02-18 12:29:14 -08:00
Unknown W. Brackets
d61fd5f6a6
TexCache: Decimate CLUT variants more often.
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When creating a new texture, we determine if it has CLUT variants and
decimate more often.
2018-02-18 12:29:01 -08:00
Henrik Rydgård
46e1fbb788
Initial texture work. Bugfix indexed drawing
2018-01-27 15:10:17 +01:00
Henrik Rydgård
bd6818198a
More GLRenderManager
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
267b9a6598
Profiler: Separately track texture hashing.
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Since it's slow and was lumped into updatestate.
2017-12-30 10:14:35 -08:00
Unknown W. Brackets
025a806ab4
GPU: Remove FBO auto-download hack.
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See #6261 . This should be replaced now with block transfer detection,
which is faster and doesn't cause crashes.
Games that previously required this setting should use block transfer
instead. If that doesn't work, it's a bug.
2017-12-25 11:17:59 -08:00
Henrik Rydgård
5c1dad9909
Remove more obsolete ifdefs
2017-12-19 17:59:00 +01:00
Henrik Rydgård
299cb007c2
Add a comment, revert a reporting change.
2017-12-10 02:05:25 +01:00
Henrik Rydgård
b75c8b72c6
Fix another little inconsistency (two uniforms were merged for bad reasons)
2017-12-07 21:39:09 +01:00
Henrik Rydgård
9468b3d073
Add a missing break that would explain the odd AUTO mipmap test results on D3D11 and Vulkan...
2017-11-21 15:18:31 +01:00
Henrik Rydgård
7ab6956828
The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working.
2017-11-20 12:39:01 +01:00
Henrik Rydgård
971995fa3d
Move aniso to the sampler cache key.
2017-11-15 19:07:41 +01:00
Henrik Rydgård
909fb6b3a4
Cleanups
2017-11-15 16:31:17 +01:00
Henrik Rydgård
313223364c
Buildfix, update comments slightly
2017-11-15 14:21:17 +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
f564c59248
Mipmaps: Disable LOD bias in slope mode as that's not how it works.
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Works around #9772
2017-11-15 14:21:17 +01:00
LunaMoo
2c27b3b56b
Fix texture conversion.
2017-11-14 02:35:14 +01:00
Unknown W. Brackets
9fbcc01afa
TexCache: Remove simple 0/1 alpha check.
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No practical optimizations have come of this, so it's a waste of time.
Slows down Vulkan too.
2017-11-12 16:17:46 -08:00
Unknown W. Brackets
1f33907f20
TexCache: Warning fix.
2017-11-05 17:59:34 -08:00
Henrik Rydgård
79208f105c
Merge pull request #10055 from unknownbrackets/vulkan-minor
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Vulkan: Correct logicop dirtying
2017-11-05 22:41:11 +01:00
Unknown W. Brackets
7ae451db1f
TexCache: Detect textures in FBO gutters.
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If it's not even within the framebuffer's bufferWidth, we can just go to
the RAM as normal and skip the FBO.
Fixes #10045 .
2017-11-05 13:03:09 -08:00
Unknown W. Brackets
78b5565035
GPU: Properly Release() FBOs.
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In case we end up wanting to use those reference counts, let's use the
right API.
2017-11-05 12:45:02 -08:00
Henrik Rydgård
d19d8a8bb8
NEON-optimize CLUT loads
2017-08-15 16:02:31 +02:00
Unknown W. Brackets
96ed8564ab
Add some missing fragment shader state changes.
2017-08-14 11:36:07 +02:00
Unknown W. Brackets
f66ffb9ffe
GPU: Fix negative mip levels with const workaround.
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Might've crashed if it hit a negative level before.
2017-05-31 21:42:07 -07:00
Unknown W. Brackets
34fe95192f
GPU: Cleanup some gstate accesses.
2017-05-26 19:03:04 -07:00
Henrik Rydgård
1b05a54800
Remove the Mipmap setting. One step forward for #8171
2017-05-26 10:21:20 +02:00
Unknown W. Brackets
c4d1863ded
GPU: Consistently bias const mip levels.
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Since SLOPE is just a more complicated CONST, we can treat them the same.
2017-05-12 20:30:47 -07:00