Vincent Lejeune
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3d643fbc0b
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d3d12: Factorise texture cache management.
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2015-10-05 00:24:55 +02:00 |
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Vincent Lejeune
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81546d357c
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d3d12: Do not use atomic for heaps
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2015-10-03 18:25:28 +02:00 |
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Vincent Lejeune
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3acc900363
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d3d12: Clean dirty texture when releasing resource storage
When an app is exiting, remaining dirty texture could be left uncleant.
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2015-10-03 18:25:27 +02:00 |
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Vincent Lejeune
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6b0d29a72d
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d3d12: Measure flip duration
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2015-10-03 18:25:27 +02:00 |
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Vincent Lejeune
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442abcc6f1
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d3d12: Wrap D3D11On12CreateDevice to avoid linking against D3D12 dll
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2015-10-03 18:25:19 +02:00 |
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Vincent Lejeune
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c7b7d1f71f
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Common: Move generic vertex buffer code from d3d12 backend
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2015-10-03 18:25:19 +02:00 |
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Vincent Lejeune
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62d7bf2159
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Common: Move generic upload texture code from d3d12
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2015-10-03 18:25:18 +02:00 |
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Vincent Lejeune
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07e13b8613
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d3d12: Suballocate from big buffer for texture upload too
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2015-10-03 18:25:17 +02:00 |
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Vincent Lejeune
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f1f31e22f9
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d3d12: Use d3dx12 structs for Root signature declarations
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2015-10-03 18:25:17 +02:00 |
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Vincent Lejeune
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9a0232bc87
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d3d12: Use d3dx12.h defined structs for constant buffers code
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2015-10-03 18:25:16 +02:00 |
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Vincent Lejeune
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8e83ad7b65
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d3d12: Fix sampler descriptor stride in UploadTextures.
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2015-10-03 18:25:16 +02:00 |
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Vincent Lejeune
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703b1636c8
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d3d12: Do not use array size to get vertex buffer element count.
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2015-10-03 18:25:15 +02:00 |
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Vincent Lejeune
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37721d6b8a
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d3d12: Use big buffer instead of placed resource for vertex index storage
Increase perf in Disgaea 3
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2015-09-25 22:35:22 +02:00 |
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Vincent Lejeune
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8ba74a7f7d
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d3d12: Add some more counter to debug overlay
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2015-09-25 22:35:21 +02:00 |
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Vincent Lejeune
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506fdec6df
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d3d12: Copy vertexbuffer in vram for output scaling pass.
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2015-09-25 22:35:21 +02:00 |
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Vincent Lejeune
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de5a3451cd
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d3d12: Force command queue completion
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2015-09-25 22:35:20 +02:00 |
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Vincent Lejeune
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23bd197bd4
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d3d12: clean code
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2015-09-25 22:35:19 +02:00 |
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Vincent Lejeune
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f10c812301
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d3d12: Use d3dx12.h defined struct.
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2015-09-25 22:34:34 +02:00 |
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Vincent Lejeune
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ae51ce2349
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d3d12: Fix a comment
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2015-09-25 16:24:45 +02:00 |
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Vincent Lejeune
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fa6e2bfe02
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d3d12: Add d3dx12.h from DX sample on github
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2015-09-25 16:23:03 +02:00 |
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Vincent Lejeune
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97f62571ff
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d3d12: Properly clean protected page in dtor
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2015-09-18 22:36:22 +02:00 |
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Vincent Lejeune
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c31c0c40a4
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d3d12: Fix ARGB8 swizzle and support swizzling of rtts
Fix harem tengoku colors.
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2015-09-18 22:36:21 +02:00 |
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Vincent Lejeune
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12f00a5e16
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d3d12: Fix indexed triangle fan emulation.
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2015-09-18 22:36:21 +02:00 |
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Vincent Lejeune
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0da893695e
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d3d12: Fix buffer upload with a base vertex.
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2015-09-18 22:36:20 +02:00 |
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Vincent Lejeune
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5f08cca849
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d3d12: Do not init D2DStruct if uneeded
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2015-09-18 22:36:19 +02:00 |
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Vincent Lejeune
|
72e5578595
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d3d12: Get rid of extra garbage collection off
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2015-09-18 22:36:19 +02:00 |
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Vincent Lejeune
|
bf04758285
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d3d12: Submit command list every draw call in debug mode
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2015-09-18 22:36:18 +02:00 |
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Vincent Lejeune
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7d15cc0dfd
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d3d12: Build shader in debug mode if debug output is enabled.
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2015-09-18 22:36:18 +02:00 |
|
Raul Tambre
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cd7fbae583
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Implement NetStartDialogLoadAsync, L10N additions
Also improved cellPadPeriphGetInfo
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2015-09-10 17:13:31 +03:00 |
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Vincent Lejeune
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e0aa74d380
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D3D12: Add CELL_GCM_ZERO case to comparaison function.
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2015-08-26 18:45:57 +02:00 |
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Vincent Lejeune
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095c8fa19b
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RSX/D3D12: Improve shader lookup performance
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2015-08-26 18:45:57 +02:00 |
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Vincent Lejeune
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9c24bb9d75
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RSX/D3D12/GL/Null: Notify backend of program/state change
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2015-08-26 18:45:57 +02:00 |
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Vincent Lejeune
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1ee749a9a8
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d3d12: Fix blend alpha mode
Follow GL spec.
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2015-08-17 22:12:58 +02:00 |
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Vincent Lejeune
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592543c47f
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d3d12: Fix wrong index being used for sampler descriptor heap
Fix a crash in Disgaea 3 with debug output enabled.
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2015-08-17 00:12:30 +02:00 |
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Vincent Lejeune
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be1511bd7a
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d3d12: Add a d2d overlay to display debug text
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2015-08-16 23:00:55 +02:00 |
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Vincent Lejeune
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fcd579a7b5
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d3d12: Record draw call count and duration instead of vertex/texture upload
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2015-08-16 23:00:46 +02:00 |
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Vincent Lejeune
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80c25b8ced
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d3d12: Reuse the same command list until flip or semaphoreRelease
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2015-08-16 23:00:27 +02:00 |
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Vincent Lejeune
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a93a81997f
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d3d12: Remove preventive "waitForCompletion" after a flip.
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2015-08-16 23:45:56 +03:00 |
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Vincent Lejeune
|
06532e3263
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d3d12: Do not invalidate surface texture if they are not set.
Fix hang with depth read texture and color buffer enabled.
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2015-08-16 23:45:52 +03:00 |
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Vincent Lejeune
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63a54dd70d
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d3d12: Rewrite per frame resource cleaning function.
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2015-08-16 23:45:51 +03:00 |
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Vincent Lejeune
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c2430d3af1
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d3d12: Use ComPtr for some others member.
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2015-08-16 23:45:49 +03:00 |
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Vincent Lejeune
|
b54adebfc7
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d3d12: Do not recreate fence/event each frame.
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2015-08-16 23:45:47 +03:00 |
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Vincent Lejeune
|
3b0afe92e3
|
d3d12: Add a dummy D3D12Lib struct that load/unload d3d12.dll
It allows to unload the lib after everything else has been released, it
fixes a crash when leaving an app with d3d12 backend.
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2015-08-14 23:39:38 +02:00 |
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Vincent Lejeune
|
09cc127dd9
|
d3d12: Use ComPtr<> instead of manually releasing some structures
|
2015-08-14 23:39:37 +02:00 |
|
Vincent Lejeune
|
9cb88b3a8d
|
d3d12: Use ThrowIfFailed instead of check to be inline with DX12 Samples
|
2015-08-14 23:39:37 +02:00 |
|
Vincent Lejeune
|
befe93784f
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d3d12: Do not create/submit an extra command list for texture upload/rtt state change
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2015-08-14 21:23:30 +02:00 |
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Vincent Lejeune
|
4185fcb6cd
|
d3d12: Do not output scale if there is no rtt available
Fix crash in Disgaea 3
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2015-08-14 17:03:16 +02:00 |
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Vincent Lejeune
|
abee3539b8
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d3d12: Fix non dx12 build config
|
2015-08-14 00:29:22 +02:00 |
|
Vincent Lejeune
|
9cb7339067
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d3d12: Do not detach garbage collection thread
Thanks Neko for the tips.
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2015-08-12 22:59:15 +02:00 |
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Vincent Lejeune
|
cf1c86bb2f
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d3d12: Signal thread termination request + use a producer/consumer pattern closer to other ones in rpcs3.
|
2015-08-12 00:28:38 +02:00 |
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