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
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Make pm_zcull.ppu.elf renders correctly.
2015-08-12 00:26:53 +02:00
vlj
cfde5698c7
d3d12: Fix swizzling for D8R8G8B8
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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
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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
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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
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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
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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
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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
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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
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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
vlj
aac93b9063
d3d12: Clean code + fix warnings
2015-08-12 00:26:13 +02:00
vlj
001dc7cf57
d3d12: Do not copy fbo, just use new one
2015-08-12 00:26:12 +02:00
raven02
28c125618a
d3d12 : add few more compressed format
2015-08-12 00:26:10 +02:00
raven02
046e522851
d3d12: Add DXT23 & DXT45
2015-08-12 00:26:10 +02:00
vlj
90fb4396fe
d3d12; Add a texture cache
2015-08-12 00:26:08 +02:00
vlj
cef58da879
d3d12: Fix non mrt samples
2015-08-12 00:26:06 +02:00
vlj
595392428d
d3d12: First attempt at read color buffer using dma address change
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If address of m_context_dma_color_a change, copy the RTT in a texture
that can be used for drawing.
Currently a bit broken, the rtt is used for others textures too...
2015-08-12 00:26:05 +02:00
vlj
3e11598941
d3d12: Fix increment size for sampler and row pitch for swizzled textures
2015-08-12 00:26:05 +02:00
vlj
3a029efbd3
d3d12: Add D8R8G8B8 format to texture
...
Should fix human.ppu.elf
2015-08-12 00:26:01 +02:00
vlj
68a62f897d
d3d12: Fix texture loading for fw_fog.ppu.elf
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Color are wrong though
2015-08-12 00:26:00 +02:00
vlj
7b571aab70
d3d12: Start supporting dxtc1 format
2015-08-12 00:26:00 +02:00
vlj
b5a7637b49
d3d12: Implement texture swizzling and untiling
2015-08-12 00:25:59 +02:00
vlj
52a68875fc
d3d12: Add some other texture case + factorise resource desc code
2015-08-12 00:25:59 +02:00
vlj
c167a1228e
d3d12: Revert back to a signel resource storage
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Using two of them doesnt increase perf atm but eats twice the space
2015-08-12 00:25:57 +02:00
raven02
9814a92a25
Tex: define more sampler parameters
2015-08-12 00:25:45 +02:00
vlj
bd68d382bd
d3d12: Use __mm_stream_si128 to send texture/constants data
2015-08-12 00:25:42 +02:00
vlj
986a39fcfb
d3d12: clean upload command lists as well
2015-08-12 00:25:36 +02:00
vlj
75202ac55b
d3d12: properly clean textures
2015-08-12 00:25:36 +02:00
vlj
e6146e4ecb
d3d12: Fix single channel texture
...
Should now display font properly
2015-08-12 00:25:34 +02:00
vlj
71b9caf65a
d3d12: Duplicate all resource to do real double buffering
2015-08-12 00:25:32 +02:00
vlj
5872144165
d3d12: Move texture code to another file + add the copy command as soon as possible
2015-08-12 00:25:32 +02:00