Jake
d9a693019b
rsx/gcm: Implement rsx dma. Refactor gcm/rsx to not be as codependent
2017-08-02 01:33:12 +03:00
kd-11
f613901eac
gl/vk: Do not trust gcm buffer size to match internal rendering resolution
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- Should fix games with strange scaling artifacts due to upscaling from lower resolutions
2017-07-27 14:33:30 +03:00
kd-11
4cd5624fa7
rsx/vk/gl: Refactoring - Also adds a vertex cache to openGL as well
2017-07-27 14:33:30 +03:00
kd-11
cb194e06ce
gl: Fix framebuffer validity checks
2017-07-24 16:52:42 +03:00
kd-11
2526626646
rsx: Surface cache bug fixes
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- Properly handle data 'transfer' when recycling frame buffer images
- Clear 'recycled' surfaces before use
2017-07-19 23:28:33 +03:00
kd-11
05ffb50037
vk/rsx: Bug fixes and improvements
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- Improvements to framebuffer usage; Avoid creating new resources every frame
- Handle null fragment program properly
- Collect vertex upload statistics
- vk: Pre-initialize 'unused' varying registers in the vertex shader in case it gets matched with a fs that consumes it
-- Fixes a crash about fog_c not being declared
gl/dx12/vk: Handle null fragment program
- cleanup - use yield semantic instead of sleep(0) as yield is more cross-platform
-- sleep(0) is a windows specific scheduler hint
2017-07-19 23:28:33 +03:00
raven02
2e47c42367
Add Stretch to Display Area option ( #2961 )
2017-07-08 16:06:11 +03:00
kd-11
9e7a42d057
rsx: Minor bug fixes
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- vk: Do not select first available format when choosing a swapchain format
- gl/vk: Ignore rendering zero sized framebuffers/scissors
- fp: Re-enable range clamp on fp16 registers; fix fx12 clamping [-2, 2]
2017-07-08 14:52:16 +03:00
kd-11
3d935b64f2
rsx/gl/vk: Enable contents transfer when a new framebuffer is created and not cleared
2017-07-08 14:52:16 +03:00
kd-11
e9b8f94fb1
rsx/gl/vk: Enable frame skipping
2017-07-08 14:52:16 +03:00
kd-11
b95ffaf4dd
rsx: Implement skip draw. Also, start working on MT vertex upload
2017-07-08 14:52:16 +03:00
kd-11
72edf26fb8
rsx/gui: Add a strict mode toggle. Also reorganizes the graphics tab a bit
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code cleanup
2017-06-22 23:36:15 +03:00
kd-11
590bb7cbe4
rsx: Bug fixes
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rsx: Give more info when ring buffer allocations fail
2017-06-22 23:36:15 +03:00
kd-11
798f90dac2
rsx/ui: Make a few settings configurable via the GUI
2017-06-22 23:36:15 +03:00
kd-11
b2e906f4cc
rsx: Code cleanup. Fixes several dozen warnings
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- Wrap unused parameters as comments to prevent C1400
- Fix sized variable conversions with explicit casts
2017-06-22 23:36:15 +03:00
kd-11
86adc42739
rsx/gl/vk: Invert default stencil values
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- Fixes stencil volume shadows in a few games. This is part of the surface invalidation workarounds
2017-06-22 23:36:15 +03:00
kd-11
98cf72e0fb
rsx: Fix clip space computations
2017-06-22 23:36:15 +03:00
kd-11
db1a90d828
rsx: Discard surface store contents once per frame (temp workaround)
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Need to find the proper command issued to discard all surfaces
2017-06-22 23:36:15 +03:00
kd-11
69d3d47901
gl: Fix clip-space -> depth conversion. Fixes remaining depth read issues
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- Also set some default values for samplers in a cleaner way using their 'natural' float values
2017-06-22 23:36:15 +03:00
kd-11
5f66d0b996
rsx/wip: Fix depth surface reuse and clearing (fixes shadows)
2017-06-22 23:36:15 +03:00
kd-11
860b76452f
vulkan bringup on linux
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cleanup: drop unused stuff
2017-06-08 19:08:44 +03:00
kd-11
e8b4d332eb
rsx: Use faster upload path when conditions allow
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Fix aligned memory access (SSE)
rsx: BufferUtils; always use optimized paths
2017-05-22 14:28:33 +03:00
Nekotekina
f010b5b235
Configuration simplified
2017-05-20 16:01:48 +03:00
kd-11
c5975d5f66
rsx: Vertex program output fixes
2017-05-12 20:10:03 +03:00
Jake
60ce85f840
[Render] Userclip for d12/vk/ogl ( #2719 )
2017-04-25 18:32:39 +08:00
scribam
30eb680c9d
Check variable before to execute remove, in GLGSRender::on_exit ( #2682 )
2017-04-18 00:30:34 +03:00
kd-11
ac3b22902a
gl: Autodetect supported OpenGL extensions
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cleanup
2017-04-10 17:24:30 +03:00
raven02
9b48074389
GL: fix wireframe in Catherine ( #2660 )
2017-04-10 09:28:46 +08:00
kd-11
6d6d0e4e36
gl: Use the GPU to scale textures; use ARB_sampler_object
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Improve scaling and separate sampler state from texture state
gl: Unify all texture cache objects under one structure separate by use case
gl: Texture cache fixes
- Acquire lock when finding matching textures
- Account for swizzled surfaces when deciding whether to cpu memcpy
- Handle swizzled images on the GPU
2017-04-08 23:12:09 +03:00
kd-11
3ec1fe9ee7
rsx: Fix depth clears on z16 surfaces without stencil
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remove some debug code
2017-03-26 16:22:53 +03:00
kd-11
79d114cc06
rsx: Support immediate mode rendering
2017-03-26 16:22:53 +03:00
kd-11
8fc281e034
gl: Separate scale offset, fragment constants and transform constants uploads
2017-03-13 23:40:34 +03:00
kd-11
2093134420
gl: Do not attempt to re-flush an address if another thread flushes it first
2017-03-13 23:40:34 +03:00
kd-11
1fd33f611c
gl: Fix texture cache bugs
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Fix endianness bug
Fix r/w when real pitch is <= 64
2017-03-10 19:11:53 +03:00
kd-11
7062efeb3e
gl: Fix a fence deadlock in fence::wait_for_signal
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gl: Fix potential race condition when executing local work queue
2017-03-01 00:38:22 +03:00
kd-11
ef8e92cbe3
gl: Change clear timing to immediate
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gl: Handle cell write to locked RTT region
addendum: Fix buffer locking (personal 4)
2017-03-01 00:16:55 +03:00
kd-11
7c73c3b75c
rsx/gl: Minor refactoring; prepare vulkan backend
2017-03-01 00:16:55 +03:00
kd-11
96561c16ad
gl: Rewrite texture cache
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gl: scale downloaded RTT images
2017-03-01 00:16:55 +03:00
kd-11
9263999ad1
[rsx/vp] Improve BRB opcode implementation
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fix merge issues
2017-02-26 10:17:34 +03:00
kd-11
d6159a35aa
gl/vk/dx12: Fix texture scaling on unnormalized rtt access
2017-02-11 15:45:59 +03:00
O1L
a809f33418
GL: try to skip incorrectly prepared FBO's.
2017-02-04 19:32:54 +03:00
Ryan Gonzalez
11e2965b5c
Switch to always using a steady clock ( closes #2200 )
2017-01-29 03:07:08 +03:00
O1L
778199ceb1
Added missing stencil op
2017-01-23 23:49:17 +03:00
kd-11
973bf5abdf
gl: Disable overlay if required extension is not supported ( #2212 )
2016-10-20 11:20:45 +08:00
kd-11
2c803dbe66
gl/vk: Bug fixes and improvements ( #2206 )
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* gl: Only bind attrib textures on thread startup
* gl: Persistent mapped buffers
* gl: Fix emulated primitives in an inlined array
* gl: Do not re-update program information every draw call
* gl/vk: s1 type is signed normalized not unsigned normalized
* gl/rsx: Allow disabling of persistent buffers for debugging
gl: Large heap size is more practical
gl: Fix a bug with legacy opengl buffers
* gl/rsx: Allow emulation of unsupported attribute formats
* gl: Fix typos and remove dprints
gl: cleanup debug prints
* ui: Move the GL legacy buffer toggle to the left pane
* vk/gl: Fix cmp type, its range is [-1,1] not [0,1] SNORM_INT
2016-10-18 15:57:28 +08:00
kd-11
8454949eea
gl/vk/rsx: Add a cross-platform overlay text; Minor perf improvements and rsx bugfixes ( #2196 )
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* gl/rsx: Implement platform-agnostic text overlays
gl: Restore performance metrics using new text out helper
gl/rsx: Refactor text generation class
* vk: Enable text overlay
gl/vk: Polish overlay counters implementation
gl: Better resource shutdown for text writer
* gl: Optimization, do not rebind TIUs every frame. Speedup
* gl: Optimizations and improvements to vertex upload code
* gl/vk: Texture format swizzles
vk: Texture format fix
vk: Fix YX format swizzles
* rsx: Decode vertex texture index
2016-10-11 08:55:42 +08:00
kd-11
7a9841bb2a
gl/vk/dx12: Fix depth reconstruction bug; Fix sampler parameters ( #2188 )
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vulkan: Fix duplicated code bug
fix rebase
2016-10-04 21:51:40 +08:00
kd-11
5430e1d310
rsx/gl/vk/dx12: Add emulated texture fetch for depth read ( #2173 )
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* rsx/gl/vk/dx12: Add emulated texture fetch for depth read
gl/vk/dx12: Simplify reinterpretation equation
* gl: Remove unnecessary re-swizzle
* glsl: explicitly cast uint to float
2016-09-29 14:54:32 +08:00
kd-11
4f74cbe510
gl: Reverse cull face when origin == top ( #2161 )
2016-09-27 15:34:01 +08:00
kd-11
7884356e90
gl/vk: Bug fixes and improvements ( #2155 )
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* gl: Fix broken buffer reserve computation
* gl: Texture format fixes
* gl: Two sided lighting
* gl: Always update glsl output registers
* gl: Simplify vertex input declaration
* vk: Always write output registers
* vk/gl: swizzle component read on depth textures
* gl/vk: Use proper MVP matrix
gl: fix broken mvp when window_origin=top
* vk/gl: Move fragment operations block into the proxy function
2016-09-26 20:21:17 +08:00