Nekotekina
|
2113fce2fb
|
cellFont, cellRudp cleanup
|
2015-08-24 21:22:17 +03:00 |
|
Nekotekina
|
9e5daa1737
|
IdManager improved, added Fixed ID mechanism
Fixed UB in get_current_id()
|
2015-08-24 21:22:15 +03:00 |
|
Nekotekina
|
c7ee8cadde
|
cellFont, cellFs, cellGcmSys funcs added, minor cleanup
|
2015-08-24 21:22:14 +03:00 |
|
Vincent Lejeune
|
1ee749a9a8
|
d3d12: Fix blend alpha mode
Follow GL spec.
|
2015-08-17 22:12:58 +02:00 |
|
Vincent Lejeune
|
592543c47f
|
d3d12: Fix wrong index being used for sampler descriptor heap
Fix a crash in Disgaea 3 with debug output enabled.
|
2015-08-17 00:12:30 +02:00 |
|
Vincent Lejeune
|
be1511bd7a
|
d3d12: Add a d2d overlay to display debug text
|
2015-08-16 23:00:55 +02:00 |
|
Vincent Lejeune
|
fcd579a7b5
|
d3d12: Record draw call count and duration instead of vertex/texture upload
|
2015-08-16 23:00:46 +02:00 |
|
Vincent Lejeune
|
0e733b20de
|
Lower minidx9/Include priority
|
2015-08-16 23:00:35 +02:00 |
|
Vincent Lejeune
|
80c25b8ced
|
d3d12: Reuse the same command list until flip or semaphoreRelease
|
2015-08-16 23:00:27 +02:00 |
|
Vincent Lejeune
|
a93a81997f
|
d3d12: Remove preventive "waitForCompletion" after a flip.
|
2015-08-16 23:45:56 +03:00 |
|
Vincent Lejeune
|
06532e3263
|
d3d12: Do not invalidate surface texture if they are not set.
Fix hang with depth read texture and color buffer enabled.
|
2015-08-16 23:45:52 +03:00 |
|
Vincent Lejeune
|
63a54dd70d
|
d3d12: Rewrite per frame resource cleaning function.
|
2015-08-16 23:45:51 +03:00 |
|
Vincent Lejeune
|
c2430d3af1
|
d3d12: Use ComPtr for some others member.
|
2015-08-16 23:45:49 +03:00 |
|
Vincent Lejeune
|
b54adebfc7
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d3d12: Do not recreate fence/event each frame.
|
2015-08-16 23:45:47 +03:00 |
|
Danila Malyutin
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aeee0758c2
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Ignore warnings in VS from llvm headers
|
2015-08-16 23:40:03 +03:00 |
|
Nekotekina
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405d7cb70c
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Revert "RSX: Fix NV3089"
This reverts commit a86e44deb4.
Reasons: it's broken and not strictly related with d3d12 PR.
|
2015-08-16 18:37:20 +03:00 |
|
Raul Tambre
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a3dc623270
|
Merge pull request #1181 from vlj/d3d12
D3d12: Fixes
|
2015-08-15 10:31:35 +03:00 |
|
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.
|
2015-08-14 23:39:38 +02:00 |
|
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 |
|
KaOs1
|
f3d7c5da9d
|
sys_mempool implementation fixes
|
2015-08-14 22:44:41 +03:00 |
|
KaOs1
|
bc13128afe
|
sys_mempool implemented
|
2015-08-14 22:44:39 +03:00 |
|
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
|
4185fcb6cd
|
d3d12: Do not output scale if there is no rtt available
Fix crash in Disgaea 3
|
2015-08-14 17:03:16 +02:00 |
|
Raul Tambre
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850416d530
|
Merge pull request #1169 from vlj/d3d12
Implement a d3d12 backend
|
2015-08-14 17:44:27 +03:00 |
|
Vincent Lejeune
|
abee3539b8
|
d3d12: Fix non dx12 build config
|
2015-08-14 00:29:22 +02:00 |
|
Raul Tambre
|
07f33a3809
|
Merge pull request #1178 from danilaml/appveyor-llvm-dx12
Add llvm build to appveyor and fix wrong xaudio lib with cmake
|
2015-08-13 09:31:42 +03:00 |
|
Danila Malyutin
|
99156c61e4
|
Fix wrong XAudio lib being linked
|
2015-08-13 01:12:15 +03:00 |
|
Vincent Lejeune
|
9cb7339067
|
d3d12: Do not detach garbage collection thread
Thanks Neko for the tips.
|
2015-08-12 22:59:15 +02:00 |
|
Raul Tambre
|
a775b428f4
|
Merge pull request #1173 from vlj/llvm36-debug
Add debug options for llvm compiler
|
2015-08-12 17:53:49 +03:00 |
|
Vincent Lejeune
|
cf1c86bb2f
|
d3d12: Signal thread termination request + use a producer/consumer pattern closer to other ones in rpcs3.
|
2015-08-12 00:28:38 +02:00 |
|
Vincent Lejeune
|
3d486a8ba9
|
d3d12: Reset gfxHandler in dtor
|
2015-08-12 00:28:36 +02:00 |
|
Vincent Lejeune
|
11980346c9
|
Clean an useless added line
|
2015-08-12 00:28:36 +02:00 |
|
vlj
|
6a408301d7
|
d3d12: Another fix
|
2015-08-12 00:28:35 +02:00 |
|
vlj
|
9b10895c38
|
d3d12: Fix build with latest master
|
2015-08-12 00:28:35 +02:00 |
|
vlj
|
6fcd0e0421
|
d3d12: Add semaphorePGRAPHTextureRead
|
2015-08-12 00:28:34 +02:00 |
|
vlj
|
37cc5e5c11
|
d3d12: Fix D3D12GSRender member name
|
2015-08-12 00:28:34 +02:00 |
|
vlj
|
38a809b483
|
d3d12: Use another sampler heap when using more than 2048 samplers
|
2015-08-12 00:28:34 +02:00 |
|
vlj
|
d2edeafffe
|
d3d12: Remove extra ,
|
2015-08-12 00:28:33 +02:00 |
|
vlj
|
b839b86895
|
d3d12: Fix color for target_none
|
2015-08-12 00:28:33 +02:00 |
|
vlj
|
af181395fc
|
d3d12: Fix warning
|
2015-08-12 00:28:32 +02:00 |
|
vlj
|
265331117e
|
d3d12: Support targetless flip
Fix PS3Doom
|
2015-08-12 00:28:32 +02:00 |
|
vlj
|
725b0c606d
|
d3d12: Add some doc
|
2015-08-12 00:28:31 +02:00 |
|
vlj
|
0e6cd8cd0e
|
d3d12: Fix warnings
|
2015-08-12 00:28:31 +02:00 |
|
vlj
|
ff219c6035
|
d3d12: Factorise sampler desc creation in a separate function
|
2015-08-12 00:28:30 +02:00 |
|
vlj
|
612d169b78
|
d3d12: Add some comments
|
2015-08-12 00:28:30 +02:00 |
|
vlj
|
8801abb93a
|
d3d12: Refactor index management
Separates it from vertex management and move all the logic (forced
indexing, index count calculation...) outside of GSRender.
|
2015-08-12 00:28:29 +02:00 |
|
vlj
|
1f3fbe91e2
|
d3d12: Don't call GetAddress if context_dma is not set
|
2015-08-12 00:28:29 +02:00 |
|
vlj
|
91809c09d4
|
d3d12: use memcpy instead of streamToBuffer for alpha settings
streamToBuffer doesn't work well for data < 128 bits
|
2015-08-12 00:28:28 +02:00 |
|
vlj
|
bf394d4f56
|
d3d12: Support triangle fan
Fix missing character members in the guided fate paradox
|
2015-08-12 00:28:28 +02:00 |
|
vlj
|
6f0c74cf76
|
d3d12: Fix crash with write color/depth buffer enabled
|
2015-08-12 00:28:27 +02:00 |
|
vlj
|
428d66598d
|
d3d12: Move util shader creation in another file
|
2015-08-12 00:28:27 +02:00 |
|
vlj
|
2cd035d530
|
d3d12: Fix A1R5G5B5 endianness
Fix color in Retro city rampage
|
2015-08-12 00:28:27 +02:00 |
|
vlj
|
cb0ebad210
|
d3d12: Fix binding of tex/sampler
|
2015-08-12 00:28:26 +02:00 |
|
vlj
|
3cc3974466
|
d3d12: Fix m_ctrl not being properly passed to fragement decompiler
Fix Retro City Rampage
|
2015-08-12 00:28:26 +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
|
40a3b5c918
|
d3d12: Mark semaphore location as volatile
|
2015-08-12 00:28:24 +02:00 |
|
vlj
|
a519aa8350
|
d3d12: Add a (ugly) fix because of some race condition somewhere
|
2015-08-12 00:28:24 +02:00 |
|
vlj
|
8cf6255d5d
|
d3d12: Fix unneeeded vectors
|
2015-08-12 00:28:23 +02:00 |
|
vlj
|
fc65f181a7
|
d3d12: Fix a potential crash in GC thread
|
2015-08-12 00:28:23 +02:00 |
|
vlj
|
16fa3697db
|
d3d12: Use atomic for data heap
|
2015-08-12 00:28:22 +02:00 |
|
vlj
|
de55d64781
|
d3d12: Make canAlloc function const
|
2015-08-12 00:28:22 +02:00 |
|
vlj
|
fd269f3adc
|
d3d12: Fix alloc function
It may generate wrong result in very rare circumstance, although I never
experienced it.
|
2015-08-12 00:28:21 +02:00 |
|
vlj
|
3472f75ae0
|
d3d12: Fix uninitialized variables
|
2015-08-12 00:28:21 +02:00 |
|
vlj
|
d4b83bcf6f
|
d3d12: Try to factorise CPU/GPU descriptor handle gen
I'm still not satisfied with it but I didn't find another way to make it
compact and readable.
|
2015-08-12 00:28:20 +02:00 |
|
vlj
|
1c7bff4d36
|
d3d12: Use align instead of powerOf2Align
|
2015-08-12 00:28:20 +02:00 |
|
vlj
|
5e33d5535d
|
d3d12: Add a TODO notice at the beginning
|
2015-08-12 00:28:19 +02:00 |
|
vlj
|
141c7ef340
|
d3d12: Do not cache non buffer vertex attribute
Fix dice test
|
2015-08-12 00:28:19 +02:00 |
|
vlj
|
73aeda1507
|
d3d12: Use stream to buffer to upload vertex constants
|
2015-08-12 00:28:19 +02:00 |
|
vlj
|
2c802735bd
|
d3d12: Fix crash + use ref instead of copying in some for loops
|
2015-08-12 00:28:18 +02:00 |
|
vlj
|
865445e29b
|
d3d12: Remove m_textureData heap since it wasn't used
Free 512 mb
|
2015-08-12 00:28:18 +02:00 |
|
vlj
|
8f31211557
|
d3d12: Avoid copying 8k of constant data per draw call
|
2015-08-12 00:28:17 +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
|
4ee66a2680
|
d3d12: Implement intraframe vertex caching
|
2015-08-12 00:28:16 +02:00 |
|
vlj
|
294d649012
|
d3d12: Fix a type warning
|
2015-08-12 00:28:15 +02:00 |
|
vlj
|
d29b82566e
|
d3d12: Fix memleak
|
2015-08-12 00:28:15 +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
|
03a84cb208
|
d3d12: Measure time spent uploading texture and vertex
|
2015-08-12 00:28:13 +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
|
d23cf861f1
|
d3d12: Factorize ring buffer like code to depth/color buffer migration
|
2015-08-12 00:28:10 +02:00 |
|
vlj
|
dca9ae6ab5
|
d3d12: Factorize cleaning function for heaps
|
2015-08-12 00:28:10 +02:00 |
|
vlj
|
aa66ddcd86
|
d3d12: Add some code documentation + rename some functions
|
2015-08-12 00:28:09 +02:00 |
|
vlj
|
f2d39d0e82
|
d3d12: Use fixed width/height scale and use surface_clip info for scaleOffset matrix
Thanks to raven02 for the patch.
|
2015-08-12 00:28:09 +02:00 |
|
vlj
|
f59bc86ac5
|
d3d12: Fix scaling for terraria/Voodoo chronicles
It break render_to_target test but it looks like an issue with
scale/offset buffer rather than viewport/scissor
|
2015-08-12 00:28:08 +02:00 |
|
vlj
|
09ccd7e436
|
d3d12: Fix crash with W16Z16Y16X16 texture format
|
2015-08-12 00:28:08 +02:00 |
|
vlj
|
2310ba137f
|
d3d12: Fix crash with rescaling pass
|
2015-08-12 00:28:07 +02:00 |
|
vlj
|
9fdb6f0dad
|
d3d12: Fix color of scaling output
|
2015-08-12 00:28:07 +02:00 |
|
vlj
|
281f8be76f
|
d3d12: Enable scaling pass
The output is black and white, need to find out why.
|
2015-08-12 00:28:06 +02:00 |
|
vlj
|
224bae383c
|
d3d12: Add some code that will scale final render target
|
2015-08-12 00:28:06 +02:00 |
|
vlj
|
f55bb7165c
|
d3d12: Load dll at runtime
|
2015-08-12 00:28:05 +02:00 |
|
vlj
|
006d989304
|
d3d12: Uncomment code that shouldn't have been commented out
|
2015-08-12 00:28:05 +02:00 |
|
raven02
|
00c975b469
|
d3d12: use gcm buffer width and height for copy texture region
It fixes crash in Voodoo Chronicles and Terraria
|
2015-08-12 00:28:04 +02:00 |
|