Zangetsu38
|
f0a5641cf0
|
Fix file not found
|
2015-08-12 00:28:37 +02:00 |
|
Vincent Lejeune
|
3fe90d9e8d
|
Add DX12 variant of debug/release with and without llvm
|
2015-08-12 00:28:37 +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 |
|
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
|
17e169e652
|
d3d12: Fix crash at exit + tweak heap sizes to make dice test working
|
2015-08-12 00:28:03 +02:00 |
|
vlj
|
75a52219e0
|
d3d12: Rewind constant buffers get value
|
2015-08-12 00:28:03 +02:00 |
|
vlj
|
c53828787a
|
d3d12: Emit an error if waiting for too long for semaphore
|
2015-08-12 00:28:02 +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 |
|
vlj
|
2f54482592
|
d3d12: Make depth test optionnal and use (0,0,0,0) when texture unit is disabled
|
2015-08-12 00:28:01 +02:00 |
|
raven02
|
482a371bb0
|
d3d12: set max_depth_value based on depth format
|
2015-08-12 00:26:54 +02:00 |
|
raven02
|
da923f8a3d
|
d3d12: declare bufferSize for allocation
|
2015-08-12 00:26:53 +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
|
24c23dc5f6
|
d3d12: Use dummy texture to fill empty texture slot
vertex attribute test has a shader that reads a texture, but rpcs3
doesn't provide the texture ; this makes WARP crash.
|
2015-08-12 00:26:52 +02:00 |
|
vlj
|
cfde5698c7
|
d3d12: Fix swizzling for D8R8G8B8
Fix human.ppu.elf demo
|
2015-08-12 00:26:52 +02:00 |
|
vlj
|
70b537c8c2
|
d3d12: Implement discard
Should make alpha test kill test almost working as it should.
|
2015-08-12 00:26:51 +02:00 |
|
vlj
|
dc1a57e71c
|
d3d12: Fix color masking
Wasn't using the correct PSO state variable
|
2015-08-12 00:26:51 +02:00 |
|
raven02
|
724159c8b4
|
d3d12: warning log fix
|
2015-08-12 00:26:50 +02:00 |
|
raven02
|
a86e44deb4
|
RSX: Fix NV3089
Make convert_swizzle.elf works
|
2015-08-12 00:26:50 +02:00 |
|
vlj
|
93e20c0853
|
d3d12: Fix index count
|
2015-08-12 00:26:49 +02:00 |
|
vlj
|
8b631d486c
|
d3d12: Fix build
|
2015-08-12 00:26:49 +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
|
ad55cced13
|
d3d12: Fix vertex buffer sometimes incomplete.
|
2015-08-12 00:26:47 +02:00 |
|
vlj
|
e55949dbfa
|
d3d12: Use h0 in fragment decompiler when there is no r0
Partially fix alpha kill test.
|
2015-08-12 00:26:47 +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
|
2d0dbf4949
|
d3d12: Async semaphore leads to deadlock, make it sync, but do resource garbage collection async
|
2015-08-12 00:26:46 +02:00 |
|
vlj
|
10b92d45d1
|
d3d12: Use RSXThread width height for viewport
Thanks to raven02 for finding this, it fixes render to texture test
|
2015-08-12 00:26:45 +02:00 |
|
vlj
|
4966ab565a
|
d3d12; Clean resource sooner and fix crash with VS debugger.
|
2015-08-12 00:26:45 +02:00 |
|
raven02
|
1837f40ed4
|
d3d12: Factorize common use functions among frag and vertex decompiler
|
2015-08-12 00:26:44 +02:00 |
|
vlj
|
e38bf8d51f
|
d3d12: Fix rgba16float endianness for textures
|
2015-08-12 00:26:44 +02:00 |
|
vlj
|
ff9f348ec2
|
d3d12: Use finer pitch when downloading rtt
|
2015-08-12 00:26:43 +02:00 |
|
vlj
|
c2d3c857b6
|
d3d12: Handle w16Z16Y16X16 rtt format
It doesnt fix completly render_to_texture test but it helps.
|
2015-08-12 00:26:43 +02:00 |
|
vlj
|
b8ba902657
|
d3d12: Fix rtt size (and crash in render_to_texture test)
|
2015-08-12 00:26:42 +02:00 |
|
vlj
|
33daa81e6f
|
d3d12: Fix some src pitch
|
2015-08-12 00:26:42 +02:00 |
|
raven02
|
68d3f6f536
|
d3d12: minor cleanup
|
2015-08-12 00:26:41 +02:00 |
|
raven02
|
4ef66e6901
|
d3d12: Add blend for MRT
|
2015-08-12 00:26:41 +02:00 |
|
raven02
|
e72d098ea1
|
d3d12: use CELL_GCM suffix
|
2015-08-12 00:26:40 +02:00 |
|
vlj
|
8474cd8064
|
d3d12: Fix pitch for compressed textures
|
2015-08-12 00:26:40 +02:00 |
|
vlj
|
27e56b6199
|
d3d12: Do not set mask if not requested
|
2015-08-12 00:26:39 +02:00 |
|
vlj
|
bdeb08e045
|
d3d12: Add color masking
|
2015-08-12 00:26:39 +02:00 |
|
vlj
|
acb8f82f84
|
d3d12: Add front/back face culling setting
|
2015-08-12 00:26:38 +02:00 |
|
vlj
|
b465992178
|
d3d12: Fix stencil op
Thanks to raven02 for noticing them !
|
2015-08-12 00:26:38 +02:00 |
|
vlj
|
c73d19161b
|
d3d12: Disable depth/color buffer write if not requested
Doesnt really increase performance...
|
2015-08-12 00:26:37 +02:00 |
|
vlj
|
d564c25241
|
d3d12: Use real depth function too
|
2015-08-12 00:26:37 +02:00 |
|
vlj
|
b2ad49bac8
|
d3d12: Check blend and depth stencil state when evaluating pso equality
|
2015-08-12 00:26:36 +02:00 |
|
vlj
|
5f46b32616
|
d3d12: Use instancing to pass constant vertex attribute
Maybe a bit hackish but it works.
|
2015-08-12 00:26:36 +02:00 |
|
vlj
|
64a555caca
|
d3d12: Write data to single vertex attrib
stencil reflect has some color but it's still broken.
|
2015-08-12 00:26:35 +02:00 |
|
vlj
|
02f15810ee
|
d3d12: Implement stencil states
Unfortunatly it doesnt solve stencil reflect test atm
|
2015-08-12 00:26:35 +02:00 |
|
vlj
|
e3b73f9ea0
|
d3d12: Fix vertex error in stencil reflect
|
2015-08-12 00:26:34 +02:00 |
|
vlj
|
381260a493
|
d3d12: Check IALayout equality in pipeline state
|
2015-08-12 00:26:34 +02:00 |
|
vlj
|
e4435a9308
|
DPH disappeared when merging, need to merge commit with the initial one
|
2015-08-12 00:26:34 +02:00 |
|
vlj
|
22e67db0f2
|
d3d12: Add some others texture format
|
2015-08-12 00:26:33 +02:00 |
|
vlj
|
c3e19f34fa
|
gl: sampler2d are constants
|
2015-08-12 00:26:33 +02:00 |
|
vlj
|
ca90c05b0a
|
gl : refix
|
2015-08-12 00:26:32 +02:00 |
|
vlj
|
744b56b12d
|
gl: Fix texture unswizzling
Fix multi texture test
|
2015-08-12 00:26:32 +02:00 |
|
vlj
|
694d4e01a0
|
d3d12: Use openMP for vertex buffer mapping and factorize function
|
2015-08-12 00:26:31 +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 |
|
raven02
|
ce857ab1da
|
RSX: DP2A for fragment decompiler
|
2015-08-12 00:26:30 +02:00 |
|
vlj
|
caf863be4d
|
d3d12: Fix crash at exit
|
2015-08-12 00:26:29 +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
|
25c09c5088
|
d3d12: Add Blend Op
|
2015-08-12 00:26:28 +02:00 |
|
vlj
|
a2b8d3a885
|
d3d12: Fix memleak
|
2015-08-12 00:26:27 +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
|
593b9a494d
|
d3d12: Double texture storage size
|
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 |
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vlj
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a5fb8c95f4
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d3d12: Fix interframe sync
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2015-08-12 00:26:25 +02:00 |
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vlj
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ac352cd083
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d3d12: Use custom loadvertex like call
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2015-08-12 00:26:25 +02:00 |
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vlj
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b63c77ca7d
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d3d12: Swap current/non current right after present has been called
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2015-08-12 00:26:24 +02:00 |
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vlj
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9e2dfcaba3
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d3d12: fix memleak
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2015-08-12 00:26:24 +02:00 |
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vlj
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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
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461bf12c4f
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d3d12: Cleaning
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2015-08-12 00:26:23 +02:00 |
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vlj
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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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878a116c4a
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Rebasing didn't went quite right...Fixes
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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
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2015-08-12 00:26:21 +02:00 |
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vlj
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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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6bb5dd2125
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d3d12: Use ring like buffer for vertex index data
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2015-08-12 00:26:20 +02:00 |
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vlj
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f721f2cbaa
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d3d12: Use ring like heap for vertex and fragment constants too
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2015-08-12 00:26:20 +02:00 |
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vlj
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59aca7566e
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d3d12: Some fixes to avoid running out of constant spaces
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2015-08-12 00:26:19 +02:00 |
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