Commit graph

71 commits

Author SHA1 Message Date
Vincent Lejeune 63a54dd70d d3d12: Rewrite per frame resource cleaning function. 2015-08-16 23:45:51 +03:00
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 d3d12: Do not create/submit an extra command list for texture upload/rtt state change 2015-08-14 21:23:30 +02:00
Vincent Lejeune abee3539b8 d3d12: Fix non dx12 build config 2015-08-14 00:29:22 +02:00
vlj 38a809b483 d3d12: Use another sampler heap when using more than 2048 samplers 2015-08-12 00:28:34 +02:00
vlj ff219c6035 d3d12: Factorise sampler desc creation in a separate function 2015-08-12 00:28:30 +02:00
vlj 2cd035d530 d3d12: Fix A1R5G5B5 endianness
Fix color in Retro city rampage
2015-08-12 00:28:27 +02:00
vlj 45b7da6666 d3d12: Mipmap offset is 512byte aligned
Fix retro city rampage crash at startup
2015-08-12 00:28:25 +02:00
vlj 6cb00e681b d3d12: support swizzled CELL_GCM_TEXTURE_A4R4G4B4
Fix terraria menu
2015-08-12 00:28:25 +02:00
vlj 1c7bff4d36 d3d12: Use align instead of powerOf2Align 2015-08-12 00:28:20 +02:00
vlj d88d078f4a d3d12: Fix left over commented code 2015-08-12 00:28:17 +02:00
vlj 5102241ac2 d3d12: Compute texture size in host mem 2015-08-12 00:28:16 +02:00
vlj c6a5e905bc d3d12: enable texture caching
Bring a little more perf in arkedo 2
2015-08-12 00:28:14 +02:00
vlj 8cc9642b96 Completly unclean way to track texture modification between frames 2015-08-12 00:28:14 +02:00
vlj 3f495689c0 d3d12: Ignore texture with 0 width/height
Fix crash in voodoo chronicles.
2015-08-12 00:28:13 +02:00
vlj ad3e50f90f d3d12: Do not guess texture size but use actual value 2015-08-12 00:28:12 +02:00
vlj 628acbf0b4 d3d12: Do not reserve a lot more than necessary. 2015-08-12 00:28:12 +02:00
vlj dbcddcf5e2 d3d12: Clean up texture upload code
Should be easier to read code (and spot bugs).
Fix crash with mipmap and DXTCn texture format.
2015-08-12 00:28:11 +02:00
vlj eda3c9084e d3d12: Fix mipmap data 2015-08-12 00:28:11 +02:00
vlj 178d0e0e85 d3d12: Try implement mipmap
The mipmap level below 0 are currently wrong, find out why
2015-08-12 00:28:11 +02:00
vlj 09ccd7e436 d3d12: Fix crash with W16Z16Y16X16 texture format 2015-08-12 00:28:08 +02:00
vlj 006d989304 d3d12: Uncomment code that shouldn't have been commented out 2015-08-12 00:28:05 +02:00
vlj e36c4f75e0 d3d12; Fix swizzle for B8 texture format
Fix menu in guided fate paradox for WARP
2015-08-12 00:28:04 +02:00
vlj 41577b5018 d3d12: Fix some warnings 2015-08-12 00:28:03 +02:00
vlj d2c13bc4c1 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.
2015-08-12 00:28:02 +02:00
raven02 cf27d4c2ca d3d12: Fix pitch in COMPRESSED_DXT23/DXT45
Make pm_zcull.ppu.elf renders correctly.
2015-08-12 00:26:53 +02:00
vlj cfde5698c7 d3d12: Fix swizzling for D8R8G8B8
Fix human.ppu.elf demo
2015-08-12 00:26:52 +02:00
raven02 48e6db3a2f d3d12: use CELL_GCM suffix for filter 2015-08-12 00:26:48 +02:00
vlj 224503d2dc d3d12: Move program related code out of D3D12GSRender and some get* format functions 2015-08-12 00:26:48 +02:00
vlj 8669dac5e7 d3d12: Implement sampler filters properly
Fix menu in the guided fate paradox
2015-08-12 00:26:46 +02:00
vlj e38bf8d51f d3d12: Fix rgba16float endianness for textures 2015-08-12 00:26:44 +02:00
vlj 33daa81e6f d3d12: Fix some src pitch 2015-08-12 00:26:42 +02:00
vlj 8474cd8064 d3d12: Fix pitch for compressed textures 2015-08-12 00:26:40 +02:00
vlj 22e67db0f2 d3d12: Add some others texture format 2015-08-12 00:26:33 +02:00
vlj 459ab17d74 d3d12: Use openMP to upload texture
Does not really increase performance so far
2015-08-12 00:26:31 +02:00
vlj cfe058dc82 d3d12: Factorize texture upload code 2015-08-12 00:26:30 +02:00
vlj 5882f9defb d3d12: Do not use texture pitch but compute it ourself
Fix sonic cd splash screen
2015-08-12 00:26:29 +02:00
vlj f31282623a d3d12: Fix texture unswizzling 2015-08-12 00:26:28 +02:00
raven02 76d52b4bb3 d3d12: Implement A4R4G4B4 texture format with byte swapped
Make the guided fate paradox works
2015-08-12 00:26:27 +02:00
vlj d886fd55d3 d3d12: Fix for size calculation 2015-08-12 00:26:26 +02:00
vlj a751a06d01 d3d12: Try not to overcommit texture memory 2015-08-12 00:26:26 +02:00
vlj 7db3599648 d3d12: Ping pong between data to avoid gpu stall as much as possible 2015-08-12 00:26:23 +02:00
vlj 51d287d9b0 d3d12: Take alignment into account in streamBuffer
And use it for texture upload
2015-08-12 00:26:22 +02:00
vlj 3a6abe1656 d3d12: fix crash when inferring texture size 2015-08-12 00:26:21 +02:00
vlj 9748007cd3 d3d12: Use ring buffer for textures too
It looks like the texture size calculation is wrong, it can lead to
crash
2015-08-12 00:26:21 +02:00
vlj c1abf80b40 d3d12: Fix r5g6b5 only using half texture 2015-08-12 00:26:19 +02:00
vlj 5ca02a5053 d3d12: Fix R5G6B5 being byte swapped 2015-08-12 00:26:18 +02:00
vlj d8d72c4327 d3d12: Implement R5G6B5 texture format
Make sonic works, but with wrong color
2015-08-12 00:26:18 +02:00
vlj 0b435afd1d d3d12: Fix some texture format swizzles. 2015-08-12 00:26:15 +02:00