Commit graph

46 commits

Author SHA1 Message Date
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
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
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
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
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