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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09cc127dd9
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d3d12: Use ComPtr<> instead of manually releasing some structures
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2015-08-14 23:39:37 +02:00 |
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Vincent Lejeune
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9cb88b3a8d
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d3d12: Use ThrowIfFailed instead of check to be inline with DX12 Samples
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2015-08-14 23:39:37 +02:00 |
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Vincent Lejeune
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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
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abee3539b8
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d3d12: Fix non dx12 build config
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2015-08-14 00:29:22 +02:00 |
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vlj
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38a809b483
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d3d12: Use another sampler heap when using more than 2048 samplers
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2015-08-12 00:28:34 +02:00 |
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vlj
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ff219c6035
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d3d12: Factorise sampler desc creation in a separate function
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2015-08-12 00:28:30 +02:00 |
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vlj
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2cd035d530
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d3d12: Fix A1R5G5B5 endianness
Fix color in Retro city rampage
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2015-08-12 00:28:27 +02:00 |
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vlj
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45b7da6666
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d3d12: Mipmap offset is 512byte aligned
Fix retro city rampage crash at startup
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2015-08-12 00:28:25 +02:00 |
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vlj
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6cb00e681b
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d3d12: support swizzled CELL_GCM_TEXTURE_A4R4G4B4
Fix terraria menu
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2015-08-12 00:28:25 +02:00 |
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vlj
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1c7bff4d36
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d3d12: Use align instead of powerOf2Align
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2015-08-12 00:28:20 +02:00 |
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vlj
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d88d078f4a
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d3d12: Fix left over commented code
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2015-08-12 00:28:17 +02:00 |
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vlj
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5102241ac2
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d3d12: Compute texture size in host mem
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2015-08-12 00:28:16 +02:00 |
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vlj
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c6a5e905bc
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d3d12: enable texture caching
Bring a little more perf in arkedo 2
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2015-08-12 00:28:14 +02:00 |
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vlj
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8cc9642b96
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Completly unclean way to track texture modification between frames
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2015-08-12 00:28:14 +02:00 |
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vlj
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3f495689c0
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d3d12: Ignore texture with 0 width/height
Fix crash in voodoo chronicles.
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2015-08-12 00:28:13 +02:00 |
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vlj
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ad3e50f90f
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d3d12: Do not guess texture size but use actual value
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2015-08-12 00:28:12 +02:00 |
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vlj
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628acbf0b4
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d3d12: Do not reserve a lot more than necessary.
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2015-08-12 00:28:12 +02:00 |
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vlj
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dbcddcf5e2
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d3d12: Clean up texture upload code
Should be easier to read code (and spot bugs).
Fix crash with mipmap and DXTCn texture format.
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2015-08-12 00:28:11 +02:00 |
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vlj
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eda3c9084e
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d3d12: Fix mipmap data
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2015-08-12 00:28:11 +02:00 |
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vlj
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178d0e0e85
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d3d12: Try implement mipmap
The mipmap level below 0 are currently wrong, find out why
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2015-08-12 00:28:11 +02:00 |
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vlj
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09ccd7e436
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d3d12: Fix crash with W16Z16Y16X16 texture format
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2015-08-12 00:28:08 +02:00 |
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vlj
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006d989304
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d3d12: Uncomment code that shouldn't have been commented out
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2015-08-12 00:28:05 +02:00 |
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vlj
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e36c4f75e0
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d3d12; Fix swizzle for B8 texture format
Fix menu in guided fate paradox for WARP
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2015-08-12 00:28:04 +02:00 |
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vlj
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41577b5018
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d3d12: Fix some warnings
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2015-08-12 00:28:03 +02:00 |
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vlj
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d2c13bc4c1
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d3d12: Use a commited resource for constant buffer
Since we rarely use more than 1k of constant data we waste space due to
alignment requirement with heap so use a commited resource instead.
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2015-08-12 00:28:02 +02:00 |
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raven02
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cf27d4c2ca
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d3d12: Fix pitch in COMPRESSED_DXT23/DXT45
Make pm_zcull.ppu.elf renders correctly.
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2015-08-12 00:26:53 +02:00 |
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vlj
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cfde5698c7
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d3d12: Fix swizzling for D8R8G8B8
Fix human.ppu.elf demo
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2015-08-12 00:26:52 +02:00 |
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raven02
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48e6db3a2f
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d3d12: use CELL_GCM suffix for filter
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2015-08-12 00:26:48 +02:00 |
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vlj
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224503d2dc
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d3d12: Move program related code out of D3D12GSRender and some get* format functions
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2015-08-12 00:26:48 +02:00 |
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vlj
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8669dac5e7
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d3d12: Implement sampler filters properly
Fix menu in the guided fate paradox
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2015-08-12 00:26:46 +02:00 |
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vlj
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e38bf8d51f
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d3d12: Fix rgba16float endianness for textures
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2015-08-12 00:26:44 +02:00 |
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vlj
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33daa81e6f
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d3d12: Fix some src pitch
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2015-08-12 00:26:42 +02:00 |
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vlj
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8474cd8064
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d3d12: Fix pitch for compressed textures
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2015-08-12 00:26:40 +02:00 |
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vlj
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22e67db0f2
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d3d12: Add some others texture format
|
2015-08-12 00:26:33 +02:00 |
|
vlj
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459ab17d74
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d3d12: Use openMP to upload texture
Does not really increase performance so far
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2015-08-12 00:26:31 +02:00 |
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vlj
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cfe058dc82
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d3d12: Factorize texture upload code
|
2015-08-12 00:26:30 +02:00 |
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vlj
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5882f9defb
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d3d12: Do not use texture pitch but compute it ourself
Fix sonic cd splash screen
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2015-08-12 00:26:29 +02:00 |
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vlj
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f31282623a
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d3d12: Fix texture unswizzling
|
2015-08-12 00:26:28 +02:00 |
|
raven02
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76d52b4bb3
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d3d12: Implement A4R4G4B4 texture format with byte swapped
Make the guided fate paradox works
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2015-08-12 00:26:27 +02:00 |
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vlj
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d886fd55d3
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d3d12: Fix for size calculation
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2015-08-12 00:26:26 +02:00 |
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vlj
|
a751a06d01
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d3d12: Try not to overcommit texture memory
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2015-08-12 00:26:26 +02:00 |
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vlj
|
7db3599648
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d3d12: Ping pong between data to avoid gpu stall as much as possible
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2015-08-12 00:26:23 +02:00 |
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vlj
|
51d287d9b0
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d3d12: Take alignment into account in streamBuffer
And use it for texture upload
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2015-08-12 00:26:22 +02:00 |
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vlj
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3a6abe1656
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d3d12: fix crash when inferring texture size
|
2015-08-12 00:26:21 +02:00 |
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vlj
|
9748007cd3
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d3d12: Use ring buffer for textures too
It looks like the texture size calculation is wrong, it can lead to
crash
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2015-08-12 00:26:21 +02:00 |
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vlj
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c1abf80b40
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d3d12: Fix r5g6b5 only using half texture
|
2015-08-12 00:26:19 +02:00 |
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vlj
|
5ca02a5053
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d3d12: Fix R5G6B5 being byte swapped
|
2015-08-12 00:26:18 +02:00 |
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vlj
|
d8d72c4327
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d3d12: Implement R5G6B5 texture format
Make sonic works, but with wrong color
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2015-08-12 00:26:18 +02:00 |
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vlj
|
0b435afd1d
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d3d12: Fix some texture format swizzles.
|
2015-08-12 00:26:15 +02:00 |
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