raven02
9710044134
Remap color component depends on RTT or RSX memory ( #1744 )
2016-06-05 11:11:58 +03:00
raven02
39767b8d46
Texture bias minor fix ( #1745 )
2016-06-04 19:12:14 +03:00
raven02
e5a792515e
GL: set texture bias ( #1742 )
2016-06-04 14:41:53 +03:00
raven02
8f67c910ab
FP: Implement REFL and LRP ( #1712 )
2016-06-04 10:23:45 +03:00
kd-11
6b3c47a42a
vk: change default border color to black; fix GEQUAL compare op
2016-06-03 17:07:48 +03:00
kd-11
60a7f9b3f2
vk: Fix rtt formats and component sampling
...
vk: Fix for rtt image sampling
2016-06-03 17:07:48 +03:00
kd-11
d22672b156
vk: Disable user clip planes
...
Use // for comments as requested
2016-06-03 17:07:48 +03:00
kd-11
dc970c513a
gl: Respect more requested surface format configurations
2016-06-03 17:07:48 +03:00
kd-11
2bcc755fca
Ignore clear if surface target is set to CELL_GCM_SURFACE_TARGET_NONE
2016-06-03 17:07:48 +03:00
raven02
ee645d054d
GL/Vulkan: Implement DP2A ( #1708 )
2016-06-02 13:07:43 +03:00
raven02
df6ee9c29d
DX12: fix for surface color format ( #1709 )
...
#1652
#1594
2016-05-30 00:53:28 +03:00
raven02
fc1408e643
FP: Implement texture lookup with explicit gradients ( #1706 )
2016-05-29 18:33:41 +03:00
raven02
214d3d0f1a
GL/Vulkan: write shader program log as .glsl and .spirv ( #1720 )
...
* GL: write shader program log as .glsl
* VK: write shader program log as .spirv
2016-05-26 21:47:37 +03:00
Nekotekina
266db1336d
The rest
2016-05-23 16:22:25 +03:00
raven02
42423588c8
Use native function for OP_CODE_PK2/UK2 and UP2/UK2
2016-05-21 22:08:34 +08:00
John
ce3fdeda5e
Replace math macros by function calls from cmath. ( #1695 )
2016-05-19 19:15:56 +03:00
Ivan
aafcf44581
Header optimizations ( #1684 )
...
Shouldn't break anything. I hope.
2016-04-27 01:27:24 +03:00
Ivan
da7472fe81
Optimizations ( #1680 )
...
* Optimizations
1) Some headers simplified for better compilation time
2) Some templates simplified for smaller executable size
3) Eliminate std::future to fix compilation for mingw64
4) PKG installation can be cancelled now
5) cellGame fixes
6) XAudio2 fix for mingw64
7) PPUInterpreter bug fixed (Clang)
* any_pod<> implemented
Aliases: any16, any32, any64
rsx::make_command fixed
2016-04-25 13:49:12 +03:00
Ivan
75fe95eeb1
GSL moved from stdafx.h ( #1676 )
...
Added GSL.h helper for correct including
2016-04-20 02:32:27 +03:00
Nekotekina
b85a68e8a1
Partial commit: RSX
2016-04-15 19:22:36 +03:00
Raul Tambre
7c1ab47262
Fix OpenGL crash ( #1668 )
2016-04-08 22:18:46 +03:00
Vincent Lejeune
3a3d264cb5
rsx/common/d3d12/gl/vulkan: Set dst stride in write_vertex_array_data_to_buffer.
2016-04-07 22:17:28 +02:00
Vincent Lejeune
2ae5a7ff39
rsx/common/d3d12/gl/vulkan: Use single overload for write_index_array_data_to_buffer.
2016-04-07 22:17:28 +02:00
Vincent Lejeune
2e17ea1490
rsx/common/d3d12/vulkan: Factorise data_heap between vulkan and d3d12.
2016-04-07 22:17:28 +02:00
Vincent Lejeune
cbe119b457
rsx/common: Remove MIN2/MAX2 macro.
2016-04-07 22:17:28 +02:00
Raul Tambre
5ad060f150
Vulkan/DX12: Texture format fixes
...
DX12 also had a couple fixes
2016-04-07 21:34:32 +03:00
Raul Tambre
a8e15ce18a
Fix forced_unit for unimplemented instructions
...
For SCT and SCB, the forced unit is always set to FORCE_NONE before
handling of the instruction. This makes the error for unimplemented
instructions' forced unit be incorrect. This fixes that.
2016-04-07 21:34:32 +03:00
Raul Tambre
3ee56627eb
DX12 texture format fixes and improvements
2016-04-07 21:34:32 +03:00
kd-11
dab1dda903
Specify buffers to read when blitting output to backbuffer
2016-04-06 11:16:49 +03:00
kd-11
1a61ef0440
Remove deprecated features from core profile
2016-04-06 11:16:49 +03:00
kd-11
e9766f1b76
Properly handle ssa input type (non-varying)
...
Properly handle ssa input as local (non-varying)
2016-04-06 01:22:01 +03:00
Vincent Lejeune
99717b7902
gl: Fix vertex buffer size.
2016-04-02 18:27:49 +02:00
Vincent Lejeune
bad2d7f121
gl: Move vertex setting in a separate file.
2016-04-02 18:27:49 +02:00
Vincent Lejeune
d59486295d
gl: Supports 1D and 3D textures.
2016-04-01 00:52:51 +02:00
Vincent Lejeune
69d08b6691
vulkan: Support cube and 1D/3D textures.
2016-03-31 23:50:14 +02:00
Vincent Lejeune
c95c4c32e6
vulkan: Always map at least 1 byte.
2016-03-31 23:50:14 +02:00
Vincent Lejeune
5a3cf5d9ac
rsx/common: Remove extra "-2" in get_exact_mipmap_count non compressed format.
2016-03-31 20:40:19 +02:00
Vincent Lejeune
ce072f25e2
d3d12: Move sampler DescriptorHeap selection in D3D12GSRender
...
Avoid sampler descriptor being stored on 2 heaps inside a single draw
call. Fix somes crashes.
2016-03-31 17:56:30 +02:00
Vincent Lejeune
4c0b5bbc62
gl: Correctly upload cubemap texture.
2016-03-31 00:15:19 +02:00
Vincent Lejeune
51a6862bf4
gl: Use right texture target.
2016-03-31 00:15:17 +02:00
Vincent Lejeune
b6c827b17a
gl: Fix r5g6b5 format.
2016-03-31 00:12:41 +02:00
Vincent Lejeune
17c4b2387e
gl: Fix unnormalized coord sampling.
2016-03-31 00:12:41 +02:00
Vincent Lejeune
91d0229bc5
rsx/common: Use an help texture_dimension_extended to handle cubemap more cleanly.
2016-03-30 22:19:29 +02:00
Vincent Lejeune
b7c539ad7a
rsx/common: Make get_exact_mipmap_count take compressed format into account
2016-03-30 22:19:29 +02:00
Vincent Lejeune
77674be1c1
vulkan: Fix all warnings in VKGSRender project.
2016-03-30 21:16:53 +02:00
Vincent Lejeune
70903d46e6
vulkan: Reset command buffer after framebuffer flushing.
...
Fix a (false positive ?) layer error report about comand being called
before vkBeginCommandBuffer has been called.
2016-03-30 21:16:53 +02:00
Vincent Lejeune
f86c079acf
vulkan: Do not acquireNextImage twice when no rtt is present.
2016-03-30 21:16:53 +02:00
Vincent Lejeune
38d57eb02c
vulkan: Remove unneeded dirty_frame boolean.
2016-03-30 21:16:53 +02:00
Vincent Lejeune
d5e44f6224
vulkan: Fix stencil aspect mask sometimes missing.
2016-03-30 21:16:53 +02:00
Zangetsu38
3fbc3a3f00
vulkan: Add instruction for Persona 4 : Arena
2016-03-30 21:16:53 +02:00
Vincent Lejeune
73233fd347
rsx/common: Use typed class for texture filters.
2016-03-30 20:03:50 +02:00
Vincent Lejeune
d971c4e0f6
rsx/common: Use typed enum for max anisotropy.
2016-03-30 20:03:50 +02:00
Vincent Lejeune
7f25720bd3
rsx/common: Use a typed enum for texture wrap mode.
2016-03-30 20:03:50 +02:00
Vincent Lejeune
f2c82d3cf4
rsx/common: Use a typed class for texture dimension.
2016-03-30 20:03:50 +02:00
Vincent Lejeune
08b47616b6
d3d12: Fix updated texture state
2016-03-30 18:01:54 +02:00
Vincent Lejeune
aa3c97f918
vulkan: Only submit command buffer at flip and avoid extra sync.
2016-03-28 19:54:50 +02:00
Vincent Lejeune
7a988c73a6
Vulkan: Alloc a descriptor set at every draw call.
2016-03-28 19:54:50 +02:00
Vincent Lejeune
855d6935d9
gl: Enable core context and debug output.
2016-03-27 03:45:30 +02:00
Vincent Lejeune
21e7206f7a
vulkan: Do not purge texture before flip
2016-03-26 17:46:43 +01:00
Vincent Lejeune
1b33abf287
vulkan: Clear framebuffer after flip.
2016-03-26 17:45:00 +01:00
Vincent Lejeune
9485fe2693
rsx/common/gl/d3d12/vulkan: Use exact mimap counts.
...
Fix invalid textures in gl backend.
2016-03-25 21:37:53 +01:00
kd-11
0327e76320
Fix quad strip triangle winding
2016-03-24 10:52:35 +03:00
kd-11
a120414d32
Set render target textures to clamp to border by default
2016-03-24 10:52:35 +03:00
Vincent Lejeune
36aace57ca
vulkan: Use simpler texture object
2016-03-23 21:09:30 +01:00
Vincent Lejeune
23a0116975
gl: Expand index for quads/quad_strip/triangle_fan
2016-03-22 21:39:00 +01:00
Vincent Lejeune
b00acff9dd
rsx/common: Turn alignment constraints in textureUtils to multiple_of constraints.
2016-03-22 19:06:09 +01:00
Vincent Lejeune
284d2c43f9
rsx/common: Use protected instead of private for surface_store content.
2016-03-22 19:06:09 +01:00
Vincent Lejeune
4f2bda26fc
vulkan: Simplify framebuffer class and release them at frame flip
2016-03-21 22:56:07 +01:00
Vincent Lejeune
a14dd8ea51
vulkan: Move sampler object outside of texture.
2016-03-21 22:10:36 +01:00
Vincent Lejeune
6f9f5f7918
vulkan: Create program in program_state_cache<>::build_pipeline
2016-03-21 22:10:34 +01:00
Vincent Lejeune
34eb85683c
vulkan: Remove buffer_deprecated completly.
...
attrib_buffer now use the simpler buffer struct.
2016-03-21 00:03:28 +01:00
AnnieL
afefecf1f0
Moves GL, minidx12, OpenAL, stblib to 3rdparty
...
Moves GL, minidx12, OpenAL, stblib to 3rdparty
Fixes AppVeyor and CMakeLists (travis-ci.yml doesn't need any changes)
Points directories in the VS solution files to the new ones on the
externals directory
Includes stuff with the < > syntax instead of " "
2016-03-20 22:20:23 +00:00
Vincent Lejeune
6078f25aa7
vulkan: Split get_compatible_sampler_format in two
...
Component mapping is not a sampler parameter.
2016-03-19 18:23:26 +01:00
Vincent Lejeune
4484e8c3f0
vulkan: Move vk_wrap_mode and max_aniso to vkFormat
2016-03-19 18:12:43 +01:00
Vincent Lejeune
b6bcdade81
vulkan: Do not copy texture inside a render pass
2016-03-19 18:07:27 +01:00
Vincent Lejeune
e083c1471c
vulkan: Fix crash at exit
2016-03-19 00:17:00 +01:00
Vincent Lejeune
d9eba43360
vulkan: Do not create empty render pass.
...
Fix a crash with radeon crimson drivers.
2016-03-19 00:16:59 +01:00
Vincent Lejeune
24eb544046
vulkan: Move descriptor sets and layout in VKGSRender class
...
They're now shared between all programs.
2016-03-18 00:08:28 +01:00
Vincent Lejeune
6a1f0aed36
vulkan: Precompute all possibles render pass
2016-03-18 00:08:28 +01:00
Vincent Lejeune
6229733fbb
vulkan: Use a shared pipeline layout
2016-03-17 20:03:09 +01:00
Vincent Lejeune
7e971eb032
vulkan: Fix for get_memory_mapping
2016-03-17 20:03:09 +01:00
kd-11
26738762ea
vk: Indexing into mipmap lod is scalor not vector
2016-03-17 19:43:41 +03:00
Vincent Lejeune
61de5e8835
vulkan: Clear swapchain before usage.
...
Fix VkQueuePresentKHR error messages
2016-03-15 22:03:24 +01:00
Vincent Lejeune
3b3fffa962
vulkan: Remove redundant texture::create/init overloads
2016-03-15 22:03:24 +01:00
Vincent Lejeune
63ad2cce72
vulkan: Use ring allocation for uniform/index buffers by using simpler memory_block and buffer class.
2016-03-15 22:03:24 +01:00
Vincent Lejeune
da2caa0881
vulkan: precompute memory type mapping.
2016-03-15 22:02:30 +01:00
kd-11
f2d5542e66
Re-enable fog parameters for vulkan
2016-03-15 22:32:32 +03:00
Vincent Lejeune
5de70628d7
rsx/common/d3d12/gl/vulkan: Unify texture upload code.
2016-03-14 19:10:51 +01:00
kd-11
d9dbb1565a
Immutable textures cannot be reused!
2016-03-14 18:14:06 +03:00
kd-11
34992d8a8f
vk: Add some more blend ops
2016-03-14 18:14:06 +03:00
Vincent Lejeune
70a80b84d7
vulkan: Zero initialize as much structure info as possible.
...
This fixes a crash with nvidia driver in present call (likely because of
some uninitialized member)
2016-03-12 22:22:28 +01:00
Vincent Lejeune
8604f5a02f
vulkan: Use d24_u8 or d32_u8 depending on hw support.
2016-03-12 15:56:23 +01:00
Vincent Lejeune
26ff4fd6b7
vulkan: Uses debug output setting to enable debug layers.
2016-03-12 15:23:39 +01:00
kd-11
82bc41f4ad
rsx: support for more formats
...
rsx: support R5G5B5A1 textures
2016-03-11 18:02:29 +03:00
kd-11
cc713a0091
vk: Release dirty resources to prevent mem leak
2016-03-10 23:55:25 +03:00
kd-11
93032be4ab
Move waiting for submit fence to the right place (nvidia crash)
2016-03-10 23:55:25 +03:00
kd-11
26964efa7e
Support stencil formats
...
Fix appveyor build
2016-03-10 23:55:25 +03:00
kd-11
47d251a818
Change render target layout before clearing
...
Use LAYOUT_GENERAL during clear; move renderpass begin to draw call end
2016-03-10 23:55:25 +03:00
kd-11
b018c91135
Make render-targets GPU resident
...
Fix minor regressions that occured during merge
2016-03-10 23:55:25 +03:00
kd-11
d910d2c572
Fix vulkan swap modes for nvidia
...
CMakeLists edits
Check for linear tiling support for all usage attributes
2016-03-10 23:55:25 +03:00
kd-11
f384d87044
Fix build dependancies and fix gcc build
...
Factor out _aligned_malloc functions to WIN32 only
Attempt to fix CmakeLists error
More CMakeLists fixes (glslang)
Add OSDependent libs
Add OGLCompiler and SPIRV as well
2016-03-10 23:55:25 +03:00
kd-11
bd52bcf8d4
Fix nvidia crash (API version). Fix linux builds
...
Properly set up vulkan API version when creating instance
Fix gcc error about passing function result by reference
Fix alot of warnings in VKGSRender project
More fixes for gcc
Fix texture create function
2016-03-10 23:55:25 +03:00
kd-11
d58bd1c916
Exclude apple from vulkan windowing stuff as it is not supported
2016-03-10 23:55:25 +03:00
kd-11
22d49ae96a
Fix build for non-WIN32 platforms
...
Link explicitly against vkstatic.1.lib
fix linux path for vulkan glsl compiler
Restore wxWidgets version
2016-03-10 23:55:25 +03:00
kd-11
3b6e3fb3b4
Rework vertex upload code and fix indexed renders
...
Rebase on current master; Refactor vertex upload code
Fix build; Minor fixes
Start preparations for merge
Fix generic indexed drawing bugs
Define WIN32_KHR only for windows
Remove linking against vulkan-1.lib
2016-03-10 23:55:25 +03:00
kd-11
d287ba44ce
Add vulkan GS backend to project
2016-03-10 23:55:25 +03:00
kd-11
ee0eb70de4
Clean up invalidated resources
2016-03-09 21:11:22 +03:00
Vincent Lejeune
9e01f2817f
gl: Use less costly glTexStorage2D instead of glTexImage2D.
2016-03-05 22:04:28 +01:00
Vincent Lejeune
8831bd0918
gl: Factorize code in rsx_gl_texture.cpp
2016-03-05 22:04:28 +01:00
kd-11
a880ce89d1
Checks for texture completeness, remove legacy GL_GENERATE_MIPMAP used wrongfully
2016-03-05 22:19:33 +03:00
Vincent Lejeune
4d71df70db
rsx-debug: Record and display index buffer content.
2016-03-05 18:48:30 +01:00
Vincent Lejeune
1dcc6858b4
d3d12/gl: Separate fog distance and fog frag in fogc input.
2016-03-05 18:25:31 +01:00
Vincent Lejeune
52e2800fb5
rsx: Reset fog mode/param to linear/1.;
...
Fix After Burner Climax fog
2016-03-05 18:25:31 +01:00
kd-11
2ae687cf00
Properly compute texture size
2016-03-05 18:54:06 +03:00
Vincent Lejeune
81fcadac38
gl: Use shared surface store (updated)
...
Update surface cache optimization to master; minor fixes
Fix mixed EOL
Remove unused include; change null bindings to 0
2016-03-05 12:21:45 +03:00
kd-11
8d3235cd7c
Properly set up fog parameters for openGL
2016-03-03 01:07:53 +03:00
kd-11
094c4057be
The lod parameter is a single float value
2016-03-02 18:34:13 +03:00
kd-11
7eb5da73fe
Allow attrib padding for types that require expansion
2016-03-02 01:09:51 +03:00
Vincent Lejeune
0ed770633b
gl: Add texture3d sampling function
2016-02-29 19:47:06 +01:00
Vincent Lejeune
32434dd848
rsx/common/d3d12/gl: Support for fog mode.
...
Fix hitman 2
2016-02-29 16:31:18 +01:00
Vincent Lejeune
9cdb74efc7
rsx/common: Add supports for quads strip
...
Used in Hitman 2
2016-02-27 19:38:16 +01:00
Vincent Lejeune
35db227af4
rsx/common/d3d12: Separate int type buffer from float type buffer.
2016-02-27 00:21:14 +01:00
Vincent Lejeune
a6ba47265f
rsx/common/gl: s32k is actually signed short unormalized.
...
gl fix
2016-02-27 00:21:12 +01:00
Vincent Lejeune
62246f75c8
d3d12/gl: Supports SSA in Fragment Shader.
2016-02-27 00:21:10 +01:00
Vincent Lejeune
a6d8d1144c
rsx/common: Supports D24X8 texture format when copying
...
Some app uses this type before setting proper depth surface
2016-02-27 00:21:08 +01:00
Vincent Lejeune
5ef7f8bf3e
rsx/common: Fix handling of UB256
2016-02-27 00:21:06 +01:00
Vincent Lejeune
a78ba8a271
d3d12: Remove depth conversion shader
...
It's actually not needed, raw depth data should be sampled as RGBA8.
2016-02-25 23:29:44 +01:00
Vincent Lejeune
263e5beb26
d3d12: Copy descriptors when reused instead of recreating them.
...
Thanks Matías N. Goldberg for the tip !
2016-02-25 23:29:43 +01:00
Vincent Lejeune
7ae680d9d1
d3d12: Avoid uploading constant buffer every draw call
2016-02-25 23:29:41 +01:00
kd-11
c5b3359c4b
Remove normalization for natively normalized formats; fix cmp attribute type
2016-02-25 17:41:03 +03:00
kd-11
974ea68cf9
Always bind null for unused shader inputs
...
Properly rename index offsets to improve readability
Handle indexed and other array cases
2016-02-25 02:29:35 +03:00
kd-11
8a3d15d4fe
Handle swizzled CELL_GCM_B8 textures
...
Properly handle swizzled single-channel textures
2016-02-24 17:44:24 +03:00
Vincent Lejeune
5a14644cd4
rsx/common/d3d12/gl: Use span in vertex upload function.
2016-02-22 20:22:47 +01:00
Vincent Lejeune
79dc835378
rsx/common: Track transform constant update.
2016-02-21 21:29:44 +01:00
Vincent Lejeune
9ef24509cb
d3d12: Use a shared root signature and add more slots
...
This allows for finer grained rebinding later.
2016-02-21 17:55:34 +01:00
Vincent Lejeune
4b54d7ece1
d3d12: Pretty printing of error messages.
2016-02-21 17:11:54 +01:00
Vincent Lejeune
c0423d513d
vulkan: Add relevant libs.
2016-02-19 20:03:30 +01:00
kd-11
a451bb574e
Enable texture and render target caching for OpenGL
2016-02-17 16:00:23 +03:00
Vincent Lejeune
1675a82efd
rsx/common/d3d12/gl: Use gsl::span in TextureUtils.cpp
...
* get_placed_texture_storage_size returns more accurate result (fix crash in Outrun)
* Factors lot of code and use integer type more carrefully
* Treat warning as error in TextureUtils.cpp
2016-02-16 18:08:22 +01:00
kd-11
3813c09be6
Properly handle inlined vertex data
...
Fix initial array offsets for dx12
2016-02-16 15:39:18 +03:00
kd-11
2230975e55
Speed up program constants upload by switching to glBufferSubData over glMapBuffer
...
Fix initialization for fragment constants buffer
Orphan buffers before update. Remove redundant binding
2016-02-15 12:53:55 +03:00
kd-11
7d70be42af
Correctly fetch correct pitch and depth for textures from RSX
...
Include vertex textures too
Set correct stride for vertex texture params
Change references to gl_Position in D3D12FragmentProgramDecompiler
Revert bad commit
2016-02-15 11:15:51 +03:00
Vincent Lejeune
837e06e85b
rsx/common/d3d12: Support non default alpha function
...
Fix After burner climax cloud effects.
2016-02-13 17:07:12 +01:00
kd-11
843d0ed298
Fragment position is given as gl_FragCoord not gl_Position
...
Fix references to gl_Position in Dx12
2016-02-12 18:34:41 +03:00
Vincent Lejeune
f0dc38cadd
rsx/common/d3d12: Support back spec/diffuse color.
...
Fix green car in Outrun.
2016-02-08 17:35:52 +01:00
Vincent Lejeune
4efa2266e6
rsx/common/d3d12: Use m_texture_dirty[i] to signal texture state change and avoid unecessary bind operation.
2016-02-08 17:35:50 +01:00
Vincent Lejeune
1f7a1e4078
rsx/common/d3d12/gl: Fix lit and rsq behavior near 0 in vertex shaders.
2016-02-08 17:35:49 +01:00
kd-11
ddf5b52360
Implement rectangle textures natively on OpenGL
2016-02-07 08:57:04 +03:00
kd-11
d3405da5c4
Fix LLVM build by changing variable to appropriate type
2016-02-05 18:57:57 +03:00
kd-11
137821c866
Move program validation from link-time to draw-time to compy with spec
2016-02-04 11:19:13 +03:00
kd-11
7b889a10cc
Add vertex texture buffers for VS input
...
Support vertex instancing in vertex shader using VertexID
Relax OpenGL requirements by removing 4.5 features
Use EXT version of TexBufferRange; Implement buffer copy using TexBuffer
Apply travis workaround by danilaml
Fix vertex upload in in case of inlined array
2016-02-03 13:38:23 +03:00
kd-11
660f491310
Rework OGL texture swizzles;
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Decode textures using TextureUtils
Shut compiler up about missing return value (unsure)
Revert "Shut compiler up about missing return value (unsure)"
This reverts commit db43ba448776e6c0d6c90909b4037b6f698a545c.
Change some functions in rsx::gl::texture to static.
Replace large switch block in gl::textures::mandates_expansion with simple if tests
2016-02-01 20:11:33 +03:00
Vincent Lejeune
3d960064ef
d3d12: Use unnormalized_coords info in RSXFragment
2016-01-30 22:04:36 +01:00
Vincent Lejeune
f6d2409b20
rsx/common/d3d12: Support for shader window setting.
2016-01-30 21:58:12 +01:00
Vincent Lejeune
5f35f2ac7d
rsx/common/d3d12: Support for texture 1d too.
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They are used in after burner climax
2016-01-30 01:13:15 +01:00
Vincent Lejeune
d19d9ccd0b
d3d12: Fix for #1459
2016-01-29 20:18:52 +01:00
Vincent Lejeune
149fa9d750
rsx/common: Make RSXFragmentProgram key and not just pointer.
2016-01-27 23:16:06 +01:00
Vincent Lejeune
3bd2114815
rsx-debug: Dump windows origin/pixel center.
2016-01-27 22:41:19 +01:00
Vincent Lejeune
acd384ae2d
rsx/common: Base offset is actually correctly supported.
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Outrun uses it and cars are correctly displayed.
2016-01-27 22:05:43 +01:00
Nekotekina
7417033d7f
GLGSRender fix
2016-01-27 18:14:39 +03:00
Vincent Lejeune
aa450b56f1
d3d12: Make some memory helper structure uncopyable/unmovable.
2016-01-26 23:20:23 +01:00
Vincent Lejeune
6d70f3c237
d3d12: Compare mipmap/depth count when checking texture compatibility.
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d3d12: Check for depth in texture cache.
Fix Resogun crash when loading a level.
2016-01-26 23:13:30 +01:00
Vincent Lejeune
6384541345
d3d12: Store vertex attributes as SRV and disable Input_layout.
2016-01-26 23:13:29 +01:00
Vincent Lejeune
3c3f92f29b
rsx/common/d3d12: Support 3d textures
2016-01-26 17:56:02 +01:00
Vincent Lejeune
24255f7883
rsx/common/d3d12/gl: Add some texture info to RSXFragmentProgram
2016-01-26 17:56:01 +01:00
Vincent Lejeune
b71caa94ac
rsx-debug: Print number of vertex draw again.
2016-01-25 18:48:53 +01:00
Vincent Lejeune
9b8522e734
rsx/common: Div is vector over scalar division
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According to investigation on Resogun.
2016-01-24 00:13:17 +01:00
Vincent Lejeune
4ce4cf5242
rsx: Add vertex input and output in RSXVertexProgram.
2016-01-22 01:24:54 +01:00
DHrpcs3
19ce0cdc09
rsx methods constants moved to rsx namespace
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minor fix
2016-01-20 20:12:48 +03:00
DHrpcs3
2e58f312d5
rsx: implemented internal tasks queue (WIP)
2016-01-20 17:12:49 +03:00
DHrpcs3
7523d01e0f
Code style fixes #2
2016-01-20 16:39:06 +03:00
DHrpcs3
7972cb5bdc
Code style fixes #1
2016-01-20 16:23:25 +03:00
DHrpcs3
685d5d3ea3
Access violation handled by rsx::thread
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gfxHandler -> rsx::g_access_violation_handler
2016-01-20 15:46:58 +03:00
Vincent Lejeune
f453194e32
rsx: Fix int type not big enough
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Fix glitch in After Burner Climax
2016-01-19 23:24:39 +01:00
Vincent Lejeune
440c637b1f
rsx/common/d3d12: Move surface_store in common
2016-01-19 22:49:10 +01:00
Vincent Lejeune
6aac972bda
d3d12/gl: Use r1 as depth output.
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The "Output_from_h0" flag seems to concern color output.
There might be another flag for depth from half float value.
2016-01-19 00:45:26 +01:00
Vincent Lejeune
1ce49b60d9
rsx-debug/d3d12: Support all rtt formats.
2016-01-17 20:02:30 +01:00
Vincent Lejeune
26f329d186
d3d12: Fix dsv increment size
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Typo.
2016-01-16 18:25:20 +01:00
Vincent Lejeune
5ace4438e2
d3d12: Fix texture proj
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I misinterpreted "last component" from glsl doc... it's w, not z.
2016-01-16 18:25:19 +01:00
Vincent Lejeune
b8e10225f9
d3d12: Use first color output for alpha discard instead of 0.
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Fix Naruto 2 shader miscompilation.
2016-01-16 18:25:18 +01:00
Vincent Lejeune
224facf3ba
d3d12: Never pass nullptr as render target descriptor, even if unused.
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Function interface doesn't allow this.
2016-01-16 18:25:16 +01:00
Vincent Lejeune
3b4339c8e0
rsx: Use enum class for surface related regs
2016-01-15 23:44:27 +01:00
Nekotekina
960668ecf1
For #1355
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offsetof() eliminated
OFFSET_32, SIZE_32, ALIGN_32 used
2016-01-14 19:07:27 +03:00
raven02
74ec128e62
Use CELL_GCM_TEXTURE_CONVOLUTION_MAG for Mag 4
2016-01-14 19:00:16 +03:00
Vincent Lejeune
69272edba6
gl: Fix warnings and enable trat warning as error.
2016-01-13 23:53:11 +01:00
Nekotekina
38531459df
Logging system rewritten
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GUI doesn't freeze anymore
Some things simplified
2016-01-13 18:54:57 +03:00
Nekotekina
b3e3c68f15
File utility improved
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+ minor fixes
2016-01-13 14:12:04 +03:00
Vincent Lejeune
689dee9944
rsx/common/d3d12: Consider separate index range as a whole.
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Fix Wolf of the Battlefield 3
2016-01-13 00:28:48 +01:00
Vincent Lejeune
08622a41b4
d3d12: Use CHECK_HRESULT in D3D12Utils.cpp
2016-01-11 21:17:33 +01:00
Vincent Lejeune
669a3277ff
d3d12: Support mag filter 4
2016-01-11 21:17:32 +01:00
Vincent Lejeune
e6bd681227
d3d12: factorize render_target code in a template class to be shared with others backends.
2016-01-11 20:47:01 +01:00
Vincent Lejeune
0c5cfdddba
d3d12: Gather constant and vtx/idx heap and turn readback heap to buffer
2016-01-11 20:46:58 +01:00
Vincent Lejeune
bab52c132d
rsx/common/d3d12/gl: Clean ProgramStateCache
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Use a_b_c format.
Use using =
Use tuple as output
Use RAII to delete program safely
Ensure const correctness.
2016-01-11 19:21:57 +01:00
DHrpcs3
8297d963bf
d3d12 texture cache: align to bottom texture address
2016-01-10 23:28:30 +02:00
DHrpcs3
a17c41b4e1
nv4097::get_report: use DMA
2016-01-10 23:22:55 +02:00
Vincent Lejeune
4ef76866a5
rsx/common/d3d12/gl: Support texture lod sampling.
2016-01-10 00:16:26 +01:00
Vincent Lejeune
675ccd4510
rsx/common/d3d12/gl: Mimic divsq and rsq fragment instruction behaviour with 0.
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Fix Super Puzzle Turbo HD 2 and SH3 HD
2016-01-09 23:18:05 +01:00
Vincent Lejeune
31a925b4f0
rsx: reenable frame capture
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Likely commented out by accident.
2016-01-09 23:18:04 +01:00
Vincent Lejeune
d153575e59
rsx/common/d3d12/gl: Support for CMP/non pow of 2 size vertex formats.
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Also use class enum for base_vertex_type everywhere.
Fix Bomberman Ultra color and Cubixx HD geometry.
2016-01-09 23:18:03 +01:00
DHrpcs3
e9560da4e2
nv3089::image_in: use in_x/in_y & out_x/out_y
2016-01-06 13:47:05 +02:00
DHrpcs3
6406cece57
nv3089::image_in: fixed reading from tiled regions
2016-01-06 13:30:26 +02:00
DHrpcs3
f7e787958e
fixed nv3089::image_in scale value
2016-01-06 13:30:25 +02:00
DHrpcs3
8912b9880e
rsx: initialize vertex textures on reset
2016-01-06 13:30:25 +02:00
DHrpcs3
3ac9e0933f
gl: fixed nv4097_clear_surface & front face selection
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added window shader and clip plane constants to GCM.h
2016-01-06 13:30:25 +02:00
DHrpcs3
c1be0cf3bf
Added missed files
2016-01-06 13:30:24 +02:00
DHrpcs3
48919330d7
rsx methods moved from rsx thread
2016-01-06 13:30:24 +02:00
DHrpcs3
ba12c489ec
gl: using tiled region for read/write color buffers and flip
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gl: fixed flip buffer row length
compilation fixes
2016-01-06 13:30:23 +02:00
DHrpcs3
dbccf5fbad
gl: fixed multiple textures binding
2016-01-06 13:30:23 +02:00
DHrpcs3
509bbddac1
OpenGL renderer: use pitch as image row length
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Fixed rsx_utils code style
2016-01-06 13:30:23 +02:00
DHrpcs3
11ccc498fd
Reimplemented nv3089::image_in
2016-01-06 13:30:22 +02:00
DHrpcs3
836d14c8af
rsx::pad_texture & rsx::convert_linear_swizzle moved to rsx_utils
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Added rsx::convert_scale_image & rsx::clip_image to rsx_utils
2016-01-06 13:30:22 +02:00
DHrpcs3
5a4babb0fd
Implemented basic tiled regions support
2016-01-06 13:30:22 +02:00
Vincent Lejeune
cae2d929ab
rsx/common/d3d12/gl: Implement draw inline array support
2016-01-05 00:31:47 +01:00
Vincent Lejeune
f38d0e92e7
d3d12: Avoid implicit cast from int to bool in CHECK_HRESULT macro
2016-01-03 21:51:39 +01:00
Vincent Lejeune
854365e6ce
d3d12: Reenable missing case for CELL_GCM_PRIMITIVE_LINE_LOOP
2016-01-03 21:51:38 +01:00
Zangetsu38
3529554c88
d3d12: Fix Super Dub 'a' Dub
2016-01-03 21:51:37 +01:00
Zangetsu38
2a1f19b776
d3d12: Fix for BIT.TRIP Runner2
2016-01-03 21:51:35 +01:00
Vincent Lejeune
324b2da3ec
d3d12: Recreate RTTs if size doesn't match.
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Fix Bomberman Ultra
2016-01-03 21:51:34 +01:00
Vincent Lejeune
07f6896622
d3d12: Throw if program failed to build.
2016-01-03 21:51:33 +01:00
Vincent Lejeune
8417e21e8d
d3d12: Set command heap only when necessary.
2016-01-03 21:51:31 +01:00
Vincent Lejeune
bc3065939f
rsx-debug: dump anti aliasing control
2016-01-03 19:16:50 +01:00
Vincent Lejeune
d1e91433ad
rsx-debug: Dump anti aliasing mode.
2016-01-03 19:16:49 +01:00
Vincent Lejeune
4e7e895822
rsx-debug: Dump some more opcodes.
2016-01-03 19:16:48 +01:00
Vincent Lejeune
3586c7613a
rsx/common: Fix program state cache Shader program comparaison.
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Comparaison was not taking the last instruction of shader into account.
Also remove "constant masking" since it wasn't actually usefull.
Fix DBZ: Burst Limits, SH3 and likely much more games.
2016-01-02 00:47:51 +01:00
Vincent Lejeune
5f12a4f7b5
rsx/common/d3d12/gl: Use separate vertex array/vertex register states.
2015-12-30 17:04:34 +01:00
Vincent Lejeune
969e2d8c57
rsx/common: Support RSX_FP_OPCODE_DIV for scb
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Fix glitches in dbz
2015-12-29 17:08:01 +01:00
Vincent Lejeune
44840dbbcf
d3d12: Support early return in fragment shaders.
2015-12-28 00:19:37 +01:00
Vincent Lejeune
d6b2230b92
d3d12: Revert some value in get_blend_factor_alpha
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fix crash in SH3
2015-12-28 00:19:35 +01:00
Vincent Lejeune
c4b3b967d9
d3d12: Fix warnings andnable warnings as errors.
2015-12-23 22:26:23 +01:00
Vincent Lejeune
b41fcf3734
d3d12: name rtts/ds/texture for debugging purpose
2015-12-23 22:26:22 +01:00
Vincent Lejeune
ecad586739
d3d12: Names PSO for debug purpose.
2015-12-23 22:26:20 +01:00
Zangetsu38
64036e0478
d3d12: fix return correct value in d3d12format
2015-12-23 22:26:19 +01:00
Vincent Lejeune
9c6539ea2d
rsx/common/d3d12: Force depth to be at least 1.
2015-12-23 22:26:18 +01:00
Vincent Lejeune
a97dc349b7
rsx/common: If swizzle bit is not set then there is no padding, even for dxtc textures.
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Fixes some textures in dbz and after burner climax.
2015-12-23 22:26:16 +01:00
Nekotekina
3ed603074c
Changes done by [DH] rewritten
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Added rsx_program_decompiler submodule
Added fs::dir iterator
Added fmt::match
2015-12-22 23:11:20 +03:00
DHrpcs3
3ca634138d
Fixed conflict with X11
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Added tmp folder to gitignore
2015-12-21 08:48:33 +02:00
DHrpcs3
d8bef46c2a
Do not use global static variables in headers
2015-12-21 05:35:56 +02:00
DHrpcs3
ae83ab5436
GLTexture excluded from GLGSRender and renamed to rsx::gl::texture
2015-12-21 04:14:56 +02:00
DHrpcs3
7416fe91fc
Fixed crash on start if config does not exists
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Cleanup OpenGL renerer
2015-12-21 03:28:07 +02:00
Nekotekina
f2df9b469a
ThrowIfFailed replaced with CHECK_HRESULT macro
2015-12-20 15:41:11 +03:00
Nekotekina
aa811b6eef
Cleanup (noexcept, unreachable)
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%x formatting fixes
2015-12-20 15:41:07 +03:00
Nekotekina
321e6d3a86
fs::get_config_dir, fs::get_executable_dir
2015-12-20 15:41:06 +03:00
Vincent Lejeune
69b3828086
rsx/common: Vertex program condition swizzle should apply to cc0, not float4(0.)
2015-12-16 20:36:50 +01:00
Zangetsu38
a44c54b428
d3d12: Fix error Last commit
2015-12-16 20:36:48 +01:00
Zangetsu38
dc5a439ec9
d3d12: Code style fix for function return
2015-12-16 20:36:46 +01:00
Zangetsu38
81f05daff2
d3d12: Add more log callback for support dev
2015-12-16 20:36:45 +01:00
Vincent Lejeune
456f83671a
d3d12: Add formatting abilities to unreachable macro
2015-12-16 20:36:43 +01:00
Vincent Lejeune
d7b4b2fd49
d3d12: Support surface format R5G6B5
2015-12-16 20:36:41 +01:00
Vincent Lejeune
27807f3a61
d3d12: D8R8G8B8 and A8R8G8B8 are essentially the same.
2015-12-16 20:36:39 +01:00
Vincent Lejeune
fcf7751008
d3d12: Fix handling of disabled texture
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Fix After Burner Climax textures.
2015-12-16 20:36:38 +01:00
Vincent Lejeune
1cda2977bb
common/d3d12: emulate polygon mode
2015-12-16 20:36:36 +01:00
Vincent Lejeune
6221fecf3b
common/d3d12/gl: Start implementing cubemap sampling
2015-12-16 20:36:34 +01:00
Vincent Lejeune
80dc122742
common/d3d12: Clean texture upload code.
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Some typos are fixed in the process
2015-12-16 20:36:32 +01:00
Vincent Lejeune
929f518ef3
rsx/d3d12/gl: Make output write backend dependent.
2015-12-16 20:36:31 +01:00
Vincent Lejeune
6fae5863cf
common/d3d12/gl: Add support for textureProj
2015-12-16 20:36:29 +01:00
Jake
6f584049a2
rsx: NV3089_image_in: Fix braid and Jet Set Radio
2015-12-14 19:16:12 -06:00
Zangetsu38
27ad98ee98
Fix for Shovel Knight
2015-12-12 23:21:24 +01:00
Nekotekina
3465106456
Shared PCH (experimental)
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"Rebuild" is broken though.
2015-12-04 23:37:44 +03:00
Nekotekina
24128ba450
Optimization
2015-12-04 23:37:42 +03:00
Nekotekina
f3311bb5e5
GL render crash fix
2015-12-04 23:37:36 +03:00
Nekotekina
8a1ce6ba64
MINGW64 fix
2015-12-04 23:37:35 +03:00
Nekotekina
ca6783ba9a
Threads improved, ID manager improved
2015-12-04 23:37:34 +03:00
Jake
52be47ca89
rsx: Style changes
2015-12-02 07:06:40 -06:00
Jake
19cf749944
rsx: fix convert_linear_swizzle converting backwards
2015-12-02 04:22:19 -06:00
Jake
178bcfc8df
rsx: Improve NV3089_IMAGE_IN_SIZE and use faster loop for swizzle conversions
2015-12-02 04:22:18 -06:00
Jake
83cb137721
rsx: add missing transfer enums
2015-12-02 04:22:17 -06:00
Jake
8edf35a9e3
gl: remove incorrect/unneeded glenable enum
2015-12-02 04:22:16 -06:00
Zangetsu38
450c8245ed
Fix Jet Set Radio
2015-12-01 23:18:29 +01:00
Vincent Lejeune
88d7feda5c
d3d12: Support unormalized texture coordinates
2015-12-01 23:18:27 +01:00
Vincent Lejeune
c9c436e6fc
d3d12: In case of non supported rtt fallback to R8G8B8A8 format.
2015-12-01 22:42:36 +01:00
Vincent Lejeune
f4091b1027
d3d12: Fix fragment shader accessing to gl_Position
2015-12-01 22:42:34 +01:00
Vincent Lejeune
174fb97172
d3d12: Fix for case where fragment shaders samples textures starting from non first unit.
2015-12-01 22:42:33 +01:00
Vincent Lejeune
377bdae6a9
rsx-debug: Move pretty_printing code to GCM.cpp and support transform constants and some texture opcodes
2015-11-30 19:09:45 +01:00
Vincent Lejeune
a21c9f9861
rsx: Avoid mixing float4 and int4 in declaration of AddrReg.
2015-11-30 17:35:51 +01:00
Vincent Lejeune
1e9d1c1dd9
gl: Uncomment viewport setting code
2015-11-29 18:22:53 +01:00
Vincent Lejeune
399478c2cd
gl: Use const and ref for loops in GLFragmentProgram.cpp
2015-11-29 18:20:43 +01:00
Vincent Lejeune
c86cfef58e
rsx/common: Remove getFragmentConstantOffsetsCache
2015-11-28 20:58:00 +01:00
Vincent Lejeune
7a996648bb
gl: Use fill_gragment_constans_buffer
2015-11-28 20:41:30 +01:00
Vincent Lejeune
a19a9b5585
d3d12: fallback to linear filter when mag filter is not known.
2015-11-26 20:21:26 +01:00
Vincent Lejeune
f3dd9596cf
d3d12: Use address instead of context_dma value to determine whether to write buffers
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Fixed depth read test when write color buffer is enabled
2015-11-26 18:10:21 +01:00
Vincent Lejeune
115255c162
d3d12: Fallback to bilinear filtering if convolution min one is used.
2015-11-26 18:05:27 +01:00
Vincent Lejeune
984f5c6914
d3d12: Fix depth readback format
2015-11-26 18:05:26 +01:00
Vincent Lejeune
fa845fa5c0
d3d12: Add support for F_X32 surface format
2015-11-26 18:05:25 +01:00
Vincent Lejeune
579096c6a8
d3d12: Discard rtt if format has changed.
2015-11-26 18:05:23 +01:00
Vincent Lejeune
7e938b2363
d3d12: Use INCR for stencil op when an unknow op is used.
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Fixes shadows in Jet Set Radio.
2015-11-26 18:04:53 +01:00
Vincent Lejeune
0d2c4c24b4
d3d12: Use a single big buffer to store readback data
2015-11-25 17:54:58 +01:00
Vincent Lejeune
b9d8d9383a
rsx/d3d12: dump program content when capturing frame
2015-11-24 23:34:03 +01:00
Vincent Lejeune
85cf918aeb
rsx: Add none target to gcm pretty printing
2015-11-24 23:14:07 +01:00
Vincent Lejeune
b5add0f027
rsx: better naming for draw calls
2015-11-24 23:14:05 +01:00
Vincent Lejeune
5447521ce5
gl: Use uniform buffer for transform constants.
2015-11-19 20:26:14 +01:00
Vincent Lejeune
3e5f0e5c37
rsx: Add missing SCB DIVSQ opcode support
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Fix a lot of gfx glitches in SH3 HD
2015-11-19 19:24:58 +01:00
Vincent Lejeune
9fdc458d69
rsx: Make SCT/SCB/TEX SRB function complete member of FragmentProgram
2015-11-19 19:24:57 +01:00
Nekotekina
4a669fd86e
DX12 dependencies fix
2015-11-17 21:00:59 +03:00
Vincent Lejeune
307015382d
d3d12: Support default value for stencil op
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Requested by Jet Set Radio.
2015-11-16 23:32:38 +01:00
Vincent Lejeune
471e807ea2
d3d12: Fix some typo in render target code
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Should bring performances back
2015-11-16 23:32:37 +01:00
Vincent Lejeune
bb4b12f253
d3d12: Texcoord9 is actually stored in register 6.
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Fix shadow mapping in SH3 HD.
2015-11-16 23:32:35 +01:00
Vincent Lejeune
432bca26ae
d3d12: Add support for reading depth texture
2015-11-16 23:32:34 +01:00
Nekotekina
5f6caf33f0
MINGW64: Compilation fix
2015-11-16 19:12:51 +03:00
Vincent Lejeune
e2d0a63b98
gl: Use factored scale offset function call
2015-11-15 22:52:39 +01:00
Vincent Lejeune
570ca1c87f
d3d12: Use a_b_c style for D3D12GSRender.h members
2015-11-15 20:21:44 +01:00
Vincent Lejeune
2ac47548b0
rsx: Set registers individually
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Not all games set registers up to the third subcomponent. Fixes SH 3 HD
textures.
2015-11-15 17:20:43 +01:00
Vincent Lejeune
a79ffdb485
rsx/common: Fix ARL register type and write function in vtx shader
2015-11-15 17:20:41 +01:00
Vincent Lejeune
e9d9bad643
rsx: reset register after each flip
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Some overlay operation are executed when a flip is requested, it may
change register states. Fix depth buffer in SH3
2015-11-15 17:20:20 +01:00
Nekotekina
080e503954
Compilation fix
2015-11-14 20:26:41 +03:00
Nekotekina
a4db58f5f2
Added fs::file_ptr, fom::rewrite, cleanup
2015-11-14 20:26:40 +03:00
Vincent Lejeune
039e729881
d3d12: Fix scissor
2015-11-12 18:29:04 +01:00
Vincent Lejeune
c152c20d70
d3d12: Fix wrong front_face_ccw value for Disgaea 3
2015-11-12 18:29:03 +01:00
Vincent Lejeune
917f08c534
d3d12: Fix depth range
2015-11-12 18:29:02 +01:00
Vincent Lejeune
ae5d95d462
rsx/common: Take primitive restart index in account and turns it into -1.
2015-11-12 18:29:01 +01:00
Vincent Lejeune
925d6889a6
d3d12: Use ring buffer like rtv/dsv descriptor heap
2015-11-12 18:29:00 +01:00
Raul Tambre
9c2f48cd1d
More defect fixes, added some error codes
2015-11-09 07:39:50 +02:00
Raul Tambre
fac9d74344
Lots of defect fixes
2015-11-09 07:39:50 +02:00
Vincent Lejeune
70b9271cd8
rsx/d3d12: Record frame buffer content per draw call.
2015-11-08 19:34:18 +01:00
Vincent Lejeune
8da7361794
rsx: Expand some rsx register disasm.
2015-11-08 19:12:27 +01:00
Vincent Lejeune
0cc4b555d1
d3d12: Comment out LLVM_BUILTIN_UNREACHABLE and display error msg in log
2015-11-07 22:52:13 +01:00
Vincent Lejeune
e76abf875f
d3d12: Clean rtt related code
2015-11-07 22:52:12 +01:00
Vincent Lejeune
2a9895b7f0
rsx/d3d12: Move fragment constants filling code to ProgramStateCache
2015-11-06 20:08:45 +01:00
Vincent Lejeune
2ad7051746
rsx/d3d12: Move vertex constants filling code to RSXThread
2015-11-06 20:08:41 +01:00
Vincent Lejeune
02ce78482c
rsx/d3d12: Move scale offset buffer setting to RSXThread
2015-11-06 20:08:17 +01:00
Vincent Lejeune
449c41aca2
d3d12: Support size changing depth buffer
2015-10-30 18:28:27 +01:00
Vincent Lejeune
2043181501
d3d12: Suppress a warning if no rtt is bound
...
Rendering depth only is legal.
2015-10-30 18:10:41 +01:00
Vincent Lejeune
a2f7f371dc
d3d12: Add an extra varying.
...
This fixes shader compilation for SH3 HD.
2015-10-30 00:04:10 +01:00
Vincent Lejeune
29cde1a618
d3d12: Clean Overlay code
2015-10-30 00:04:09 +01:00
Vincent Lejeune
c570d60f45
d3d12: Add newline at the end of every file
2015-10-29 19:12:46 +01:00
Vincent Lejeune
c197b54774
d3d12: Rename D3D12GSRender function
...
Match a_b_c coding style.
2015-10-29 18:48:53 +01:00
Vincent Lejeune
124d0de325
d3d12: Move storage helpers to their dedicated files.
2015-10-29 18:48:52 +01:00
Vincent Lejeune
fdae12c52e
d3d12: Move empty texture slot filling code to D3D12Texture.
2015-10-29 18:48:52 +01:00
Vincent Lejeune
59c549ac86
d3d12: Clean D3D12GSRender
...
* Use anonymous namespace
* Use a_b_c code style
* Fix static analysis warning.
2015-10-29 18:48:51 +01:00
Vincent Lejeune
1ec18bdf64
RSX/common: Clean BufferUtils code
...
* Add noexcept
* Use a_b_c code style
* Use anonymous namespace
2015-10-29 18:48:50 +01:00
Vincent Lejeune
42467ba40f
RSX/common: Clean TextureUtils code.
...
* Use a_b_c code style
* Add noexcept
* Use anonymous namespace
2015-10-29 18:48:50 +01:00
Vincent Lejeune
8f84fca0f2
d3d12: Fix some unintialised value warning.
2015-10-29 18:48:49 +01:00
Vincent Lejeune
0e3ab35e32
d3d12: Fix sampler border color
2015-10-29 18:48:48 +01:00
Vincent Lejeune
119126c60c
d3d12: Move enum conversion to a separate files.
...
* Add noexcept
* Use unreachable
* Use a_b_c style
2015-10-29 18:48:48 +01:00
Vincent Lejeune
5c42a3cbc4
d3d12: Add a unreachable function used as debug/optimisation hint
2015-10-29 18:48:47 +01:00
Vincent Lejeune
6133590903
d3d12: Rename d3d12.h to avoid conflicts
2015-10-29 18:48:46 +01:00
Vincent Lejeune
8afa6e59b2
RSX: Returns texture bias as a float, considering the stored value is a half float.
2015-10-27 01:24:04 +01:00
Vincent Lejeune
9f49232cac
d3d12: Avoid copying index data and use correct index range.
...
This fixes Braid.
2015-10-27 01:24:04 +01:00
Vincent Lejeune
bc7e30517b
d3d12: Add support for primitive restart.
2015-10-27 01:24:03 +01:00
Vincent Lejeune
fe902cbb13
d3d12: Use provided constants to set alignments
2015-10-27 01:24:03 +01:00
Vincent Lejeune
42f3296791
d3d12: Try to support undef vertex input
2015-10-27 01:24:02 +01:00
O1L
c0255208cc
Old ini-manager only partially used in VFS. Global configuration used as defualt.
2015-10-27 01:09:31 +04:00
O1L
89f14ec5ac
Ported more options in new ini-manager. Use later.
2015-10-25 18:44:49 +04:00
Nekotekina
d4e0da3f80
DX12 fix + rpcs3-tests project
2015-10-21 13:31:29 +03:00
Vincent Lejeune
a462b4518c
d3d12: Move d3d12 files to separate solution.
...
It simplify solution configurations.
2015-10-17 04:15:58 +02:00
Vincent Lejeune
f5bd044096
d3d12: Lower alignement constraint for vertex index
2015-10-15 17:13:43 +02:00
Vincent Lejeune
a2997a1109
d3d12: Avoid an extra vertex copy
2015-10-15 17:13:43 +02:00
Vincent Lejeune
b0f8611f49
Common/GL/D3D12: Fix int vector ctor in vertex shader and a compare opcode.
2015-10-15 17:13:42 +02:00
Vincent Lejeune
de97d3a7aa
d3d12: Zero vertex shader output.
2015-10-15 17:13:42 +02:00
Vincent Lejeune
0e98da2306
d3d12: Make descriptor heap a little more compact.
2015-10-15 17:13:40 +02:00
Vincent Lejeune
5a064be490
Fix d3d12 build.
2015-10-15 17:05:56 +02:00
Nekotekina
ec0005195d
RSX fix
2015-10-14 22:51:27 +03:00
Nekotekina
a974ee009e
vm::var improved, cleanup
...
Mostly vm::var initialization introduced.
Added vm::make_var function.
2015-10-14 18:17:37 +03:00
DH
a443682aaf
OpenGL renderer fixes
...
Fixed attributes loading
Fixed scale-offset matrix
Fixed attribute debug option
2015-10-14 14:34:55 +03:00
DH
4a55ba3067
OpenGL renderer improvements
...
Flush program cache at thread exit
Use cached locations
2015-10-14 03:16:39 +03:00
DH
37a3800597
rsx: 🧵 disable all vertex data at end command
...
Fixed OpenGL program attributes cache flush
2015-10-14 01:49:47 +03:00
DH
5de1ea3fd4
Fixed bind rsx method to range implementation
2015-10-13 22:59:25 +03:00
DH
07b3897499
Trying do not use macro for methods binding to range
2015-10-13 20:44:58 +03:00
DH
737080274a
Improved NV4097_BACK_END_WRITE_SEMAPHORE_RELEASE and NV4097_TEXTURE_READ_SEMAPHORE_RELEASE commands handling
2015-10-13 20:39:36 +03:00
DH
e4f6eb04e8
Added new config system
...
Added emulator state class
Added emulator events
Minor improvements
2015-10-13 20:32:08 +03:00
Vincent Lejeune
ff01e26c5c
RSX: Fix immediate vertex values
2015-10-13 14:29:38 +02:00
Vincent Lejeune
fc40b0ed6b
RSX: Let backend customize semaphore_*_release
2015-10-13 14:28:58 +02:00
Vincent Lejeune
a63fdf6c45
Use files from master
...
- Drop smart vertex storage and use OpenGL's one instead.
2015-10-13 14:27:17 +02:00
Vincent Lejeune
4154a1026f
Rename RSXThread
2015-10-13 00:04:19 +02:00
Vincent Lejeune
b5127e68de
Remove m_ prefix
2015-10-13 00:04:18 +02:00
Vincent Lejeune
dd000caad7
Remove context_dma*
2015-10-13 00:04:18 +02:00
Vincent Lejeune
86fff9800f
Remove base offset
2015-10-13 00:04:16 +02:00
Vincent Lejeune
2679e4f526
remove rsxtransformconstant
2015-10-13 00:04:16 +02:00
Vincent Lejeune
1e431edf09
Remove fragment program
2015-10-13 00:04:15 +02:00
Vincent Lejeune
67f1f0fea3
Remove fragment constants
2015-10-13 00:04:15 +02:00
Vincent Lejeune
beabc88f79
Remove transform constants
2015-10-13 00:04:14 +02:00
Vincent Lejeune
e086b7a522
Remove cull/front face
2015-10-13 00:04:13 +02:00
Vincent Lejeune
dd1afe85ae
Remove alpha func
2015-10-13 00:04:13 +02:00
Vincent Lejeune
60bccf0f10
Remove RSXVertexArray
2015-10-13 00:04:12 +02:00
Vincent Lejeune
73535e0c04
remove m_surface*
2015-10-13 00:04:12 +02:00
Vincent Lejeune
16311b36b0
Remove viewport clip
2015-10-13 00:04:11 +02:00
Vincent Lejeune
537187687d
Remove blend
2015-10-13 00:04:10 +02:00
Vincent Lejeune
403f585a19
Remove color mask
2015-10-13 00:04:10 +02:00
Vincent Lejeune
8dd19d1446
Remove color target
2015-10-13 00:04:09 +02:00
Vincent Lejeune
71552f7ffe
Remove logic Op
2015-10-13 00:04:09 +02:00
Vincent Lejeune
b2a7f0fd11
Remove stencil
2015-10-13 00:04:08 +02:00
Vincent Lejeune
529efd6ac8
Remove depth
2015-10-13 00:04:07 +02:00
Vincent Lejeune
ed61023dd3
Remove clear_surface_color
2015-10-13 00:04:07 +02:00
Vincent Lejeune
28cdfa9feb
Rename some methods.
2015-10-13 00:04:06 +02:00
Vincent Lejeune
bf474f0cdb
remove m_ for textures
2015-10-13 00:04:06 +02:00
Vincent Lejeune
d27f6c8fa7
Use rsx::limits values
2015-10-13 00:04:05 +02:00
Vincent Lejeune
6f71d04aa4
move linear to swizzle and get_size_type
...
symbol undef though
2015-10-13 00:04:04 +02:00
Vincent Lejeune
3de47c201c
RSX: Create a rsx namespace.
...
Put get_address inside.
2015-10-13 00:04:04 +02:00
Vincent Lejeune
e3e5b46cbf
Remove m_ prefix on some members of RSXThread
2015-10-13 00:04:03 +02:00
Vincent Lejeune
4cd9e5754e
d3d12: Fix build in debug
2015-10-13 00:04:03 +02:00
Vincent Lejeune
ceab44b9ab
d3d12: Remove D3DGSFrame
2015-10-13 00:04:02 +02:00
Vincent Lejeune
0138a95567
RSX: Remove using namespace ps3 in header
2015-10-13 00:04:02 +02:00
Vincent Lejeune
d86469c2f5
Add Utilities/types.h
2015-10-13 00:04:01 +02:00
Vincent Lejeune
f483c3b9ca
Revert "Merge pull request #1245 from DHrpcs3/master"
...
This reverts commit 5feba39ff7 , reversing
changes made to ebf28f8da0 .
2015-10-09 20:04:20 +02:00
DH
6cb036d35f
Fix for gcc/clang build
2015-10-08 00:05:04 +03:00
DH
cc0c3fc98d
Implemented fragment constants loading (OpenGL renderer)
...
Fixed nv308a::color
Minor improvements
2015-10-07 17:36:26 +03:00
DH
86720f90cd
rsx: 🧵 initialize flip_status
...
Fixed clear_surface (OpenGL)
Enabled some RSXDebugger features (disasm and textures/buffers view)
Minor improvements
2015-10-06 01:22:21 +03:00
DH
3721941ffb
Fixed OpenGL renderer crash
...
Temporary downgraded OpenGL requirements to OpenGL 3.1 (GLSL 1.40)
Fixed some D3D12 Renderer compilation errors
2015-10-05 18:40:22 +03:00
DH
4fdeeace66
D3D12Renderer: fixed some compilation errors
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Removed GSFrameBase2 and D3DGSFrame.
Added frame for NullRender.
Minor improvements and fixes
2015-10-05 13:03:23 +03:00
DH
1c890f85c5
OpenGL: do not align buffers
2015-10-05 12:56:05 +03:00
DH
6cd62a9fd0
OpenGL: fixed nv4097_clear_surface implementation
...
minor improvements
2015-10-05 12:56:05 +03:00
DH
1e7ded2163
rsx::thread moved from rsx2 branch
...
TODO: cellResc module & RsxDebugger disabled, DX12 renderer not compilable
2015-10-05 12:56:05 +03:00
Vincent Lejeune
d511153836
Common: Fix element count computation if addr is null (RSXVertexData)
2015-10-05 01:57:57 +02:00
Vincent Lejeune
2f211e4e5a
d3d12: Move adapter's description to settings.
2015-10-05 00:24:56 +02:00
Vincent Lejeune
a5ecbd0b2b
d3d12: Do not regenerate RTTs if they didn't change between draw call.
2015-10-05 00:24:56 +02:00
Vincent Lejeune
8d986e77d1
d3d12: Reuse texture resources
2015-10-05 00:24:55 +02:00
Vincent Lejeune
3d643fbc0b
d3d12: Factorise texture cache management.
2015-10-05 00:24:55 +02:00
Vincent Lejeune
81546d357c
d3d12: Do not use atomic for heaps
2015-10-03 18:25:28 +02:00
Vincent Lejeune
3acc900363
d3d12: Clean dirty texture when releasing resource storage
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When an app is exiting, remaining dirty texture could be left uncleant.
2015-10-03 18:25:27 +02:00
Vincent Lejeune
6b0d29a72d
d3d12: Measure flip duration
2015-10-03 18:25:27 +02:00
Vincent Lejeune
442abcc6f1
d3d12: Wrap D3D11On12CreateDevice to avoid linking against D3D12 dll
2015-10-03 18:25:19 +02:00
Vincent Lejeune
c7b7d1f71f
Common: Move generic vertex buffer code from d3d12 backend
2015-10-03 18:25:19 +02:00
Vincent Lejeune
62d7bf2159
Common: Move generic upload texture code from d3d12
2015-10-03 18:25:18 +02:00
Vincent Lejeune
07e13b8613
d3d12: Suballocate from big buffer for texture upload too
2015-10-03 18:25:17 +02:00
Vincent Lejeune
f1f31e22f9
d3d12: Use d3dx12 structs for Root signature declarations
2015-10-03 18:25:17 +02:00
Vincent Lejeune
9a0232bc87
d3d12: Use d3dx12.h defined structs for constant buffers code
2015-10-03 18:25:16 +02:00
Vincent Lejeune
8e83ad7b65
d3d12: Fix sampler descriptor stride in UploadTextures.
2015-10-03 18:25:16 +02:00
Vincent Lejeune
703b1636c8
d3d12: Do not use array size to get vertex buffer element count.
2015-10-03 18:25:15 +02:00
Vincent Lejeune
37721d6b8a
d3d12: Use big buffer instead of placed resource for vertex index storage
...
Increase perf in Disgaea 3
2015-09-25 22:35:22 +02:00
Vincent Lejeune
8ba74a7f7d
d3d12: Add some more counter to debug overlay
2015-09-25 22:35:21 +02:00
Vincent Lejeune
506fdec6df
d3d12: Copy vertexbuffer in vram for output scaling pass.
2015-09-25 22:35:21 +02:00
Vincent Lejeune
de5a3451cd
d3d12: Force command queue completion
2015-09-25 22:35:20 +02:00
Vincent Lejeune
23bd197bd4
d3d12: clean code
2015-09-25 22:35:19 +02:00
Vincent Lejeune
f10c812301
d3d12: Use d3dx12.h defined struct.
2015-09-25 22:34:34 +02:00
Vincent Lejeune
ae51ce2349
d3d12: Fix a comment
2015-09-25 16:24:45 +02:00
Vincent Lejeune
fa6e2bfe02
d3d12: Add d3dx12.h from DX sample on github
2015-09-25 16:23:03 +02:00
Nekotekina
8ae3401ffa
Some things improved
...
shared_mutex_t implemented
GUI Emu Callbacks rewritten
fxm::import, fxm::import_always implemented
cellMsgDialog rewritten
Emu.CallAfter improved (returns std::future)
2015-09-22 16:48:21 +03:00
Vincent Lejeune
97f62571ff
d3d12: Properly clean protected page in dtor
2015-09-18 22:36:22 +02:00
Vincent Lejeune
c31c0c40a4
d3d12: Fix ARGB8 swizzle and support swizzling of rtts
...
Fix harem tengoku colors.
2015-09-18 22:36:21 +02:00
Vincent Lejeune
12f00a5e16
d3d12: Fix indexed triangle fan emulation.
2015-09-18 22:36:21 +02:00
Vincent Lejeune
0da893695e
d3d12: Fix buffer upload with a base vertex.
2015-09-18 22:36:20 +02:00
Vincent Lejeune
5f08cca849
d3d12: Do not init D2DStruct if uneeded
2015-09-18 22:36:19 +02:00
Vincent Lejeune
72e5578595
d3d12: Get rid of extra garbage collection off
2015-09-18 22:36:19 +02:00
Vincent Lejeune
bf04758285
d3d12: Submit command list every draw call in debug mode
2015-09-18 22:36:18 +02:00
Vincent Lejeune
7d15cc0dfd
d3d12: Build shader in debug mode if debug output is enabled.
2015-09-18 22:36:18 +02:00
Raul Tambre
8204737efa
Implement GetLicenseArea, category improvements
...
Also fixed newlines, CellSailEvent, fixed CellMusic changes, fixed
console_write, fixed L10n changes and removed the login dialog for now,
until a more proper implementation.
2015-09-13 10:26:01 +03:00
Raul Tambre
ea376e7751
Implement console_write and GetHomeDataExportPath
2015-09-12 14:11:26 +03:00
Raul Tambre
cd7fbae583
Implement NetStartDialogLoadAsync, L10N additions
...
Also improved cellPadPeriphGetInfo
2015-09-10 17:13:31 +03:00
Raul Tambre
4666f190db
Fix BRI instruction, fixes #1165
2015-09-07 20:14:00 +03:00
Vincent Lejeune
e0aa74d380
D3D12: Add CELL_GCM_ZERO case to comparaison function.
2015-08-26 18:45:57 +02:00
Vincent Lejeune
095c8fa19b
RSX/D3D12: Improve shader lookup performance
2015-08-26 18:45:57 +02:00
Vincent Lejeune
9c24bb9d75
RSX/D3D12/GL/Null: Notify backend of program/state change
2015-08-26 18:45:57 +02:00
Nekotekina
5e14310071
noexcept usage fixed
...
thread_t renamed to named_thread_t
2015-08-24 21:22:48 +03:00
Nekotekina
ce494f8847
fmt::by_value, fmt::Format removed
2015-08-24 21:22:42 +03:00
Nekotekina
73b108765e
fs:: const renaming, fs::g_tls_error stub
2015-08-24 21:22:39 +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
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
d3d12: Do not recreate fence/event each frame.
2015-08-16 23:45:47 +03:00
Nekotekina
405d7cb70c
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
Vincent Lejeune
3b0afe92e3
d3d12: Add a dummy D3D12Lib struct that load/unload d3d12.dll
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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
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
Vincent Lejeune
abee3539b8
d3d12: Fix non dx12 build config
2015-08-14 00:29:22 +02:00
Vincent Lejeune
9cb7339067
d3d12: Do not detach garbage collection thread
...
Thanks Neko for the tips.
2015-08-12 22:59:15 +02:00
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
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
vlj
a5fb8c95f4
d3d12: Fix interframe sync
2015-08-12 00:26:25 +02:00
vlj
ac352cd083
d3d12: Use custom loadvertex like call
2015-08-12 00:26:25 +02:00
vlj
b63c77ca7d
d3d12: Swap current/non current right after present has been called
2015-08-12 00:26:24 +02:00
vlj
9e2dfcaba3
d3d12: fix memleak
2015-08-12 00:26:24 +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
461bf12c4f
d3d12: Cleaning
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
878a116c4a
Rebasing didn't went quite right...Fixes
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
6bb5dd2125
d3d12: Use ring like buffer for vertex index data
2015-08-12 00:26:20 +02:00
vlj
f721f2cbaa
d3d12: Use ring like heap for vertex and fragment constants too
2015-08-12 00:26:20 +02:00
vlj
59aca7566e
d3d12: Some fixes to avoid running out of constant spaces
2015-08-12 00:26:19 +02:00
vlj
e0cff6b0b4
d3d12: Start using a ring-like buffer for constants
2015-08-12 00:26:19 +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
25b10c5e3e
d3d12: Consume less descriptor slot if not required
2015-08-12 00:26:17 +02:00
vlj
043adab2ce
d3d12: Fix fragment constant filling
...
The command buffer does not necessarily set them in order...
2015-08-12 00:26:16 +02:00
vlj
1c803e725b
d3d12: Do not overwrite hlsl file
2015-08-12 00:26:16 +02:00
vlj
0b435afd1d
d3d12: Fix some texture format swizzles.
2015-08-12 00:26:15 +02:00
vlj
3aafb60629
d3d12: Fix offset in scale offset
...
Depth Buffer should be correctly positionned in depth_read test
2015-08-12 00:26:15 +02:00
raven02
0be60890e7
d3d12: minor fixes
2015-08-12 00:26:14 +02:00
vlj
fdf24545af
d3d12: Raise texture upload heap to make multi texture work
...
The result is not in line with PS3 real output though
2015-08-12 00:26:14 +02:00
vlj
e454f59f97
d3d12: Fix depth buffer not being transitionned to generic read
2015-08-12 00:26:13 +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
vlj
5a57564b0c
d3d12: Forgot a hunk
2015-08-12 00:26:12 +02:00
vlj
01ac9f02d2
d3d12: Use placed resource for depth conversion result
2015-08-12 00:26:11 +02:00
vlj
2636fb457e
d3d12: Use placed resource for mrt readback
...
Should be slightly faster (no allocation)
2015-08-12 00:26:11 +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
6877e5e3ba
d3d12: Start using heap for depth buffer readback
2015-08-12 00:26:09 +02:00
vlj
90fb4396fe
d3d12; Add a texture cache
2015-08-12 00:26:08 +02:00
raven02
d8f76f5aee
d3d12: Add LogicOp
2015-08-12 00:26:08 +02:00
vlj
f382ba0319
d3d12: Enable multiple mrt read
2015-08-12 00:26:07 +02:00
vlj
8e9cdc5fea
d3d12: Fix memleak
2015-08-12 00:26:07 +02:00
vlj
da328c078a
d3d12: Fix cube_mrt.ppu.elf
...
It should display a (single) blue cube
2015-08-12 00:26:06 +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
262d3d0755
d3d12: Fix copyToCellRamAndRelease copy size
2015-08-12 00:26:04 +02:00
vlj
906146d8f6
d3d12: Lower memory storage
2015-08-12 00:26:04 +02:00
vlj
f12cb9b519
d3d12: Send RTTs to cell memory when a semaphore is released
2015-08-12 00:26:03 +02:00
vlj
53ac34db35
d3d12: Fix a warning
2015-08-12 00:26:03 +02:00
vlj
74dab18174
d3d12: Use graphic queue to download depth buffer
...
For now go to the easiest solution and improve later
2015-08-12 00:26:02 +02:00
vlj
af69803ee0
d3d12: Factorize resource state change
2015-08-12 00:26:01 +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
88d05a08cf
d3d12: Use a dummy texture to fill unused slots
2015-08-12 00:25:58 +02:00
vlj
79420e52a2
d3d12: Disable depth test if not required
2015-08-12 00:25:58 +02:00
vlj
f77e2acfbe
d3d12: Start supporting mrt
2015-08-12 00:25:57 +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
vlj
b81fd13232
d3d12: Fix double release
2015-08-12 00:25:56 +02:00
vlj
7a431e85f6
d3d12: Use copy queue to transfer z buffer
2015-08-12 00:25:56 +02:00
vlj
f618247937
d3d12: Fix format of depth texture
2015-08-12 00:25:55 +02:00
vlj
b50ab149d6
d3d12: Convert depth buffer on gpu
2015-08-12 00:25:55 +02:00
vlj
56853de0ef
d3d12: Do not bind depth stencil buffer if depth test is disabled
2015-08-12 00:25:54 +02:00
vlj
1228787355
d3d12: DMA depth buffer when semaphore write is asked.
2015-08-12 00:25:54 +02:00
vlj
b72d435ce8
d3d12: fix stencil reflect again
2015-08-12 00:25:53 +02:00
vlj
bc25f4d6ad
d3d12: Make waiting thread sleeping
2015-08-12 00:25:53 +02:00
vlj
9c193e0282
d3d12: Implement semaphore
2015-08-12 00:25:52 +02:00
vlj
c5a1f8930f
d3d12: Another fix for vertex buffer not big enough buffer
2015-08-12 00:25:52 +02:00
vlj
233450a7ca
d3d12: Fix stencil reflect test
2015-08-12 00:25:51 +02:00
vlj
8bd678afc0
d3d12: Fix vertex buffer reconstruction with mismatching stride
2015-08-12 00:25:51 +02:00
vlj
8ad1bc1970
d3d12: Fix powerOf2Align
2015-08-12 00:25:50 +02:00
vlj
10cc2c080c
d3d12: Try to reconstruct packed vertex buffers
2015-08-12 00:25:50 +02:00
vlj
2709a3e49a
d3d12: Use streaming buffer for index buffer
2015-08-12 00:25:49 +02:00
vlj
90e0a89e9b
d3d12: Try to use stream function that doesn't pollute cache
2015-08-12 00:25:49 +02:00
vlj
8b8385b0a4
d3d12: Reduce heap size
2015-08-12 00:25:48 +02:00
vlj
a6770813b1
d3d12: Fix var not initialized
2015-08-12 00:25:48 +02:00
vlj
e9fab57a0e
d3d12: Fix indexed quad draw
...
We were not positionning the index buffer correctly in the heap.
2015-08-12 00:25:47 +02:00
vlj
82545a7b56
d3d12: Clean indexed draw buffer gen code
2015-08-12 00:25:47 +02:00
vlj
22f413be3a
d3d12; Live buffer related code and factorise resource_desc for buffers
2015-08-12 00:25:46 +02:00
raven02
9814a92a25
Tex: define more sampler parameters
2015-08-12 00:25:45 +02:00
vlj
cd951af664
d3d12: Fix to run fw_vertex_attribute.ppu.elf
...
A little dirty, need to be improved.
2015-08-12 00:25:45 +02:00
vlj
2df1220144
d3d12: Use GL enum for primitive type
2015-08-12 00:25:44 +02:00
vlj
b8073b4e75
d3d12: Try to fix forced quad indexed buffer
2015-08-12 00:25:44 +02:00
vlj
232c97cc82
d3d12: Add support for indexed draw
2015-08-12 00:25:43 +02:00
vlj
5ce0261265
d3d12: Release index buffer and upload command allocator
2015-08-12 00:25:43 +02:00
vlj
bd68d382bd
d3d12: Use __mm_stream_si128 to send texture/constants data
2015-08-12 00:25:42 +02:00
vlj
12fc6e6145
d3d12: Use separate vertex constant buffer for good
2015-08-12 00:25:42 +02:00
vlj
6d61e36f5d
d3d12: Fix for rsx_fp_dynamic_test2
...
The compare function shouldn't be swizzled.
2015-08-12 00:25:41 +02:00
vlj
824b9aa628
d3d12: make depth read optionnal
2015-08-12 00:25:41 +02:00
vlj
487fd4dc2a
d3d12: Start implementing depth to u8 conversion shader
...
Not used atm
2015-08-12 00:25:40 +02:00
vlj
e88d45b1bf
d3d12: Fix for Intel HD4600
2015-08-12 00:25:40 +02:00
vlj
cb14697aa0
d3d12: Honor adaptater selection + debug output layer
2015-08-12 00:25:39 +02:00
vlj
18e3e74070
d3d12: Fix depth read size
2015-08-12 00:25:38 +02:00
vlj
c08ac779f4
d3d12: src and dst were inverted, fix it
...
now depth buffer is properly read, but it is too little
2015-08-12 00:25:38 +02:00
vlj
2031944792
d3d12: Do transition when reading depth buffer
2015-08-12 00:25:37 +02:00
vlj
fafcce6d5f
d3d12: Implement write depth buffer callback
2015-08-12 00:25:37 +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
1076727c75
d3d12: Use a heap for scale offset and fragment buffer too
2015-08-12 00:25:35 +02:00
vlj
740354d2c9
d3d12: Fix depth format mismatch
2015-08-12 00:25:35 +02:00
vlj
e6146e4ecb
d3d12: Fix single channel texture
...
Should now display font properly
2015-08-12 00:25:34 +02:00
vlj
4a89432d39
d3d12: Implement blend decoding
2015-08-12 00:25:34 +02:00
vlj
312ff7e8f5
RSX: Fix for default value of temp reg
2015-08-12 00:25:33 +02:00
vlj
727f54dd32
d3d12: Record command while gpu is busy rendering previous frame + cleaning fixes
2015-08-12 00:25:33 +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
vlj
abbd244376
d3d12: Fix fractal not animated in dynamic test 2
2015-08-12 00:25:31 +02:00
vlj
b5f91a6e75
d3d12: Fix for vertex decompiler
2015-08-12 00:25:30 +02:00
raven02
b2577833f9
d3d12: DP2A
2015-08-12 00:25:30 +02:00
vlj
31ea9068de
d3d12: Use true default value for vertex decompiler
2015-08-12 00:25:29 +02:00
raven02
9fc50fcce5
d3d12: Fix for vertex decompiler
2015-08-12 00:25:29 +02:00
vlj
a9425fcf2a
d3d12: Pass first clear value as clear optimised value to RTTs
2015-08-12 00:23:52 +02:00
vlj
eb1b8b748a
d3d12: Fix for fragment decompiler
2015-08-12 00:23:51 +02:00
vlj
f2985f12c1
d3d12: Use heap for vertex buffer
...
It should consume less memory.
2015-08-12 00:23:51 +02:00
Zangetsu38
2aedd0633f
Fix crash after launch game one mode release.
...
Fix Temporary.
2015-08-12 00:23:50 +02:00
vlj
7b25483b67
d3d12: depth read doesnt crash anymore
2015-08-12 00:23:50 +02:00
vlj
3f31976080
d3d12: Update
2015-08-12 00:23:49 +02:00
vlj
422a9f1fdc
d3d12: Use VertexProgramDecompiler
2015-08-12 00:23:49 +02:00
vlj
d2beafca4d
d3d12: Update
2015-08-12 00:23:48 +02:00
vlj
5681781ab0
GL: Forgot hunk
2015-08-12 00:23:48 +02:00
vlj
05d6c8df60
d3d12: Update
2015-08-12 00:23:47 +02:00
vlj
07449abfc6
d3d12: Add more functions
2015-08-12 00:23:47 +02:00
vlj
72c84cb8aa
d3d12: Add some more functions
2015-08-12 00:23:46 +02:00
vlj
bf8a48e3bd
d3d12: Some work to decompiler
2015-08-12 00:23:46 +02:00
vlj
c465b6699a
d3d12: Use the fragment decompile class
2015-08-12 00:23:45 +02:00
vlj
edb9a97c17
d3d12: Some fix to quad emulation mode
2015-08-12 00:23:45 +02:00
vlj
445c7dd884
d3d12: Use a default value of 1 for .w channel of output in Vertex Program
2015-08-12 00:23:44 +02:00
vlj
2985f2d6e3
d3d12: Use naive vertex buffer offset
2015-08-12 00:23:44 +02:00
vlj
a279aebf31
d3d12: Use an indexed draw for unindexed quad
2015-08-12 00:23:43 +02:00
vlj
cbd7d3d614
d3d12: Fix depth being offseted by .5 + add depth buffer support
2015-08-12 00:23:43 +02:00
vlj
5640e81eb5
d3d12: Forgot hunk
2015-08-12 00:23:42 +02:00
vlj
4114df50c2
d3d12: Use correct VS debug macro + cleaning
2015-08-12 00:23:41 +02:00
vlj
1f9c8f757a
d3d12: Add a swizzle to texture
...
Looks like shader4componentmapping doesnt work, maybe a bug.
2015-08-12 00:23:41 +02:00
vlj
3a75e6a357
d3d12: Some fixe to textures
2015-08-12 00:23:40 +02:00
vlj
39039514d1
d3d12: Start implementing texture upload and usage
2015-08-12 00:23:39 +02:00
vlj
263294d263
d3d12: Some fixes to VP/FP decompiler
2015-08-12 00:23:39 +02:00
vlj
43f4ed49b4
d3d12: Some fix for VPDecompiler
2015-08-12 00:23:38 +02:00
vlj
16e8d6349e
d3d12: Make compilation more robust
2015-08-12 00:23:38 +02:00
vlj
f1ab5abe2e
d3d12: Cleaning
2015-08-12 00:23:37 +02:00
vlj
c3e162b442
d3d12: Read constants directly from fp
2015-08-12 00:23:37 +02:00
vlj
7b6ad026c6
d3d12: Add fragment constant offset cache
2015-08-12 00:23:36 +02:00
vlj
9d1993cdee
d3d12: Fix for d3d12 pipeline cache
2015-08-12 00:23:36 +02:00
vlj
ba66992ee3
d3d12: Use template class for caching
2015-08-12 00:23:35 +02:00
vlj
a58974eac8
d3d12: Fix reversed output
2015-08-12 00:23:34 +02:00
vlj
2ac3c66c80
d3d12: Fix hash/compare/getSize for fragment program
...
It didn't properly take constants into account
2015-08-12 00:23:34 +02:00
vlj
d1ebc47867
d3d12: Use actual hw in release mode + honor vsync option
2015-08-12 00:23:33 +02:00
vlj
5cb0fe63b8
d3d12: Avoid recompiling fragment shader if constants change
2015-08-12 00:23:33 +02:00
vlj
789ed767e2
d3d12: Move Constant inside main
2015-08-12 00:23:32 +02:00
vlj
f446501339
d3d12: Try to fix fragment shaders first test
2015-08-12 00:23:32 +02:00
vlj
98a924874f
d3d12: Inline constants
...
It's slow
2015-08-12 00:23:31 +02:00
vlj
b6cc7af8cd
d3d12: Support for fragment constants
2015-08-12 00:23:31 +02:00
vlj
88aea70100
d3d12: some fix for fragment program decompiler
2015-08-12 00:23:30 +02:00
vlj
c96bc6231c
d3d12: Print fps in windows title
2015-08-12 00:23:30 +02:00
vlj
a276391e87
d3d12: Fix linkage between VS and PS
2015-08-12 00:23:29 +02:00
vlj
ee3e5cfe1f
d3d12: Support for fragment constant buffer
2015-08-12 00:23:29 +02:00
vlj
9cb87552b8
d3d12: Fragment program decompiler can decompile basic shader
2015-08-12 00:23:28 +02:00
vlj
bb643070bd
d3d12: Start working on fragment decompiler
2015-08-12 00:23:28 +02:00
vlj
5da166b26b
d3d12: Move/clean code
2015-08-12 00:23:27 +02:00
vlj
caab6cbc60
d3d12: Some cleaning
2015-08-12 00:23:27 +02:00
vlj
16f40fb69c
d3d12: Fix some warnings
2015-08-12 00:23:26 +02:00
vlj
3960555e45
d3d12: Use the compiler vertex program
...
It works with the primitive sample.
2015-08-12 00:23:26 +02:00
vlj
96c4e87bf5
d3d12: Some extra code again
2015-08-12 00:23:25 +02:00
vlj
5a1b756c14
d3d12: Dump program parameters
2015-08-12 00:23:25 +02:00
vlj
3853dffce2
d3d12: Start working on Vertex program decompilation
2015-08-12 00:23:24 +02:00
vlj
87d51665dc
d3d12: Fix some warning
2015-08-12 00:23:24 +02:00
vlj
d93e95b614
d3d12: Add support for various primitives
2015-08-12 00:23:23 +02:00
vlj
75219be066
d3d12: cache PSO State too
2015-08-12 00:23:23 +02:00
vlj
da5b047c58
d3d12: Change some variable name to better reflect their behavior
2015-08-12 00:23:22 +02:00
vlj
b016fbc9e4
d3d12: Add missing hunk + properly clean our D3D allocations
2015-08-12 00:23:22 +02:00
vlj
07ea311b3a
d3d12: Separate scaleOffset and classic constants
2015-08-12 00:23:21 +02:00
vlj
40e19e0c95
d3d12: Something strange is happening to depth...
2015-08-12 00:23:21 +02:00
vlj
411265d83a
d3d12: Use constant buffer content
2015-08-12 00:23:20 +02:00
vlj
d627f9cb83
d3d12: Stop emulation if program compilation fails
2015-08-12 00:23:20 +02:00
vlj
1c2849a736
d3d12: Remove useless class member
2015-08-12 00:23:19 +02:00
vlj
28b964aeb0
d3d12: Fix Input Layout
2015-08-12 00:23:19 +02:00
vlj
65fbc57221
d3d12: Enable constant buffer support
2015-08-12 00:23:18 +02:00
vlj
6f487f910c
d3d12: Fix build with DX12_SUPPORT not def
2015-08-12 00:23:18 +02:00
vlj
646c908a93
d3d12: Fix some warnings
2015-08-12 00:23:17 +02:00
vlj
9abaf80099
d3d12: Vertex element are not interleaved.
2015-08-12 00:23:17 +02:00
vlj
8ec9f84c1b
d3d12; Factorise IALayout generation code
2015-08-12 00:23:16 +02:00
vlj
14e9323154
d3d12: make some shape appears
2015-08-12 00:23:16 +02:00
vlj
fedd35989c
d3d12: Start writing vertex/index buffer support
2015-08-12 00:23:15 +02:00
vlj
722e6b8ac5
d3d12: Fix some warning and start adding IALayout support
2015-08-12 00:23:15 +02:00
vlj
d2889786a2
d3d12: Some cleaning
2015-08-12 00:23:14 +02:00
vlj
c6e2f070ee
d3d12: Some fix for creation of PSO
2015-08-12 00:23:14 +02:00
vlj
34bf82d81c
d3d12: Add sensible default to PSO
2015-08-12 00:23:14 +02:00
vlj
2734c98716
d3d12: PSO related reorganisation
2015-08-12 00:23:13 +02:00
vlj
e58292bb11
d3d12: PSO caching works
2015-08-12 00:23:13 +02:00
vlj
0ebc221011
d3d12: VS Caching apparently fixed
2015-08-12 00:23:12 +02:00
vlj
c29616b341
d3d12: Fragment Program caching works
...
But not VP...
2015-08-12 00:23:12 +02:00
vlj
d5b4a31c37
d3d12: Start caching shaders
2015-08-12 00:23:11 +02:00
vlj
728736ccdd
d3d12: Add fbo support and blit it before present
2015-08-12 00:23:10 +02:00
vlj
2f5a6eb993
d3d12: Fix gfxcommandlist leak
2015-08-12 00:23:10 +02:00
vlj
b1c3e09155
d3d12: Clean backbuffers and descriptors
2015-08-12 00:23:09 +02:00
vlj
7773631401
d3d12: backbuffer are properly cleared
2015-08-12 00:23:09 +02:00
vlj
5e7531b9bf
d3d12: Use ifdef to guard code
2015-08-12 00:23:08 +02:00
vlj
4f708ab9ee
d3d12: Enable buffer flip
2015-08-12 00:23:08 +02:00
vlj
0b5816d6d6
d3d12: Create window
2015-08-12 00:23:07 +02:00
vlj
976d707596
d3d12: Start implementation
2015-08-12 00:23:07 +02:00
Raul Tambre
480996b140
Various stubbing
2015-08-06 15:24:10 +03:00
Nekotekina
8fcaac5f1d
cellSysutil crap split, cleanup, functions added
2015-08-01 21:49:01 +03:00
Nekotekina
8e1991c1e1
semaphore_t, RSX fixes
...
1) GS_LOCK_WAIT_FLUSH semaphore eliminated
2) GS_LOCK_WAIT_FLIP semaphore left unused
3) cellRescSetWaitFlip/cellGcmSetWaitFlip purged: they don't wait for
flip, it's a nonsense, they only generate some RSX command
4) Semaphores rewritten
2015-08-01 14:38:57 +03:00
Danila Malyutin
5ae6586803
Add missing override specifiers
2015-07-26 18:37:14 +03:00
Raul Tambre
a239eaf630
cellSpurs additions and internal struct refactoring
...
Also updated the README.
2015-07-26 17:04:10 +03:00
Raul Tambre
45dda65ce9
Add NV4097_SET_TEX_COORD_CONTROL arguments
...
Also added a TODO for _cellSpursLFQueueInitialize.
2015-07-26 16:42:02 +03:00
Nekotekina
48c75105e2
"Memory" eliminated
2015-07-18 03:12:06 +03:00
Nekotekina
3064cf8101
CHECK_EMU_STATUS, autojoin_thread_t
2015-07-10 04:31:27 +03:00
Nekotekina
8f9e1100c8
SPU fixes, various fixes
2015-07-10 04:31:25 +03:00
Nekotekina
8c00dcd02d
Bugfix
2015-07-10 04:31:21 +03:00
Nekotekina
32d3d1fbe5
EXCEPTION() macro usage, sceNpTrophy improved
2015-07-10 04:31:20 +03:00
Nekotekina
6f1e76198a
Some fixes
2015-07-10 04:31:18 +03:00
Nekotekina
3aefa2b4e1
ThreadBase rewritten (wip)
2015-07-10 04:31:16 +03:00
Nekotekina
c598fe7aa9
atomic_op() rewritten, atomic.h refactoring
...
cellSync refactoring, wait_op() rewritten, bugfixes
2015-07-10 04:31:10 +03:00
Nekotekina
39f836b495
re32/se32/... macro eliminated, some fixes
2015-07-10 04:31:09 +03:00
Nekotekina
ef6f9f6ded
be_t constructor implemented, make() eliminated
...
be_t enums are forbidden, le_t improved, some operators cleaned.
2015-07-10 04:31:07 +03:00
Nekotekina
edb9595721
Using vm::ps3 namespace moved in proper places
...
Various fixes
2015-07-10 04:30:41 +03:00
Raul Tambre
30c25cb722
Added NV4097_SET_TEXTURE_CONTROL2
...
Still need to use the parameters that are passed.
2015-07-06 10:12:17 +03:00
vlj
f4efeabcf3
RSX: Rename and document function member.
2015-07-03 17:08:06 +02:00
raven02
3a0894aaea
RSX: Use CELL_GCM suffix for index array
2015-07-02 19:01:19 +02:00
vlj
5abeec85cc
GL/RSX: Let backend call LoadVertex themselves.
2015-07-02 19:01:19 +02:00
vlj
4485e6b869
RSX: Do not emit error when parsing NV4097_SET_NO_PARANOID_TEXTURE_FETCHES
...
This opcode disables whole quad fetch on RSX, this is handled by drivers
on PC api.
2015-07-02 19:01:18 +02:00
vlj
288581cb43
RSX/GL/Null: Move semaphore handling to backend
2015-07-02 19:01:18 +02:00
Nekotekina
3064560027
vm::ptr refactoring (operators improved)
...
vm::pptr, vm::bpptr added for PS3
is_le_t added
sizeof32() added (32-bit sizeof macro)
2015-06-15 19:21:14 +03:00
vlj
02594c8239
RSX: Fix index gathering
2015-06-08 18:11:51 +02:00
raven02
f2c5dc2b5c
RSX: simplify resolution rescale
2015-05-31 18:35:15 +08:00
raven02
e6df1ddcc0
Fix CELL_GCM_TEXTURE_CLAMP
...
It should be GL_CLAMP
2015-05-29 21:59:51 +08:00
Nekotekina
22b78fec71
IdManager improved, atomic_t improved
...
Various changes
2015-05-27 06:11:59 +03:00
vlj
2dbac65613
GL: Fix output swizzling for fog and clip distance
2015-05-24 17:09:05 +02:00
raven02
2d6dd873cd
FP: RSQ instruction alternative
2015-05-23 20:45:12 +02:00
raven02
f98b03b61f
VP: use getFloatTypeName() with compare instructions
2015-05-23 20:45:11 +02:00
raven02
eac5147a45
FP: fix SFL instruction
2015-05-23 20:45:11 +02:00
raven02
bebd437a7e
RSX: use getFloatTypeName
2015-05-23 20:45:10 +02:00
Vincent Lejeune
669a54d071
GL: Factorise getFloatTypeName, getFunction and compareFunction between Fragment and Vertex Decompiler
2015-05-23 20:45:10 +02:00
raven02
79cb025d25
RSX : factorize DPH
2015-05-23 20:45:09 +02:00
raven02
67e8e0a367
RSX: DP2A for fragment decompiler
2015-05-23 20:45:09 +02:00
raven02
f961a2e3b4
GL: fix IFE instruction
2015-05-23 20:45:08 +02:00
vlj
df794b88b0
GL: Use decompiler common class
2015-05-23 20:45:08 +02:00
vlj
2416d49dba
RSX: Add a class factorizing decompiler code
2015-05-23 20:45:07 +02:00
B1ackDaemon
2a6f11b390
Merge pull request #1089 from vlj/gl
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Store Vertex/Fragment program in a hashtable and do not rebuilt FP if a constant changes
2015-05-23 02:53:48 +03:00
Vincent Lejeune
7a5c8dd586
GL: Remove unused calls to glGetError()
2015-05-22 19:43:32 +02:00
B1ackDaemon
d5ead0d315
Merge pull request #1091 from vlj/shader-fix
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gl: Fix swizzle for DIVRSQ, COS, SIN in fragment shader
2015-05-21 19:13:46 +03:00
raven02
d0c2addf91
gl: Fix IFE instruction
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This fixes the rsx_fp_static_test4.ppu.elf
2015-05-21 22:34:51 +08:00
vlj
d58188d7ba
gl: Fix swizzle for DIVRSQ, COS, SIN, EXP2, LOG2 in fragment shader
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This fix rsx_fp_static_test2.ppu.elf, rsx_fp_static_test3.ppu.elf, rsx_fp_static_test5.ppu.elf.
Likely rsx_fp_dynamic_test2.ppu.elf too
2015-05-20 19:31:21 +02:00
vlj
2a7c65c019
GL: Use pipeline cache
2015-05-19 17:26:06 +02:00
vlj
145f411324
RSX: Add a template class that helps caching programs.
2015-05-19 17:26:05 +02:00
Nekotekina
f92c10ef71
Minor fixes
2015-05-08 12:45:21 +03:00
Hykem
d18d19870f
Merge pull request #1062 from Nekotekina/master
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SPURecompiler improved
2015-04-25 19:32:47 +01:00
Nekotekina
74b3580b69
rfile_t renamed
2015-04-25 00:38:11 +03:00
Nekotekina
56c64c8045
VFS::CreatePath fixed, bugfixes
2015-04-20 18:53:31 +03:00
Nekotekina
ab405901ee
wxFile removed (rFile -> rfile_t)
2015-04-19 16:19:24 +03:00
Nekotekina
ea5110cec3
Various changes
2015-04-12 04:36:25 +03:00
luxsie
02c263fc19
Remove comments in confirmed files.
2015-04-11 13:31:28 +08:00
luxsie
d072eba687
CppCheck: Marked out case_range that in RSXThread.cpp. It seems missing its own break;.
2015-04-10 19:20:50 +08:00
raven02
9954b36ec7
Fix intel HD graphics crash
2015-03-18 22:30:47 +08:00
raven02
9b41f846d6
Disable glDepthBoundsEXT for Intel HD graphics
2015-03-18 06:05:32 +08:00
Nekotekina
d234493b4a
Compilation fix
2015-03-07 01:58:42 +03:00
Nekotekina
5f8cf18a5a
SPU refactoring
2015-03-03 00:09:20 +03:00
O1L
99ea666bf2
Implemented binary vertex program disassembler
2015-02-23 16:22:30 +04:00
O1L
deebe3ca1f
Used fmt::Format instead of sprintf
2015-02-22 22:53:26 +04:00
O1L
4d27198ad7
Conflicts fixed
2015-02-22 20:06:42 +04:00
O1L
e84f356a29
Implemented binary fragment program disassembler
2015-02-22 18:47:12 +04:00
Raul Tambre
e2d2c9d377
Fix stacksize
2015-02-20 15:55:00 +02:00
Raul Tambre
948758f758
Merge remote-tracking branch 'upstream/master' into Things
2015-02-20 12:59:31 +02:00
Raul Tambre
4b516273f6
Implement cellSaveDataListAutoLoad, fix textureProj
2015-02-19 22:56:57 +02:00
Raul Tambre
4ad91a6fa8
Merge upstream
2015-02-19 17:15:21 +02:00
Raul Tambre
39cf935929
Minor formatting in GLProgram
2015-02-19 17:10:21 +02:00
Raul Tambre
714ff6c32e
Update GLEXT.h to revision 29735
2015-02-18 11:39:56 +02:00
Nekotekina
267de68441
Memory cleanup, page flags implemented
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RSXCMDMem, SPRXMem, MmaperMem removed
MainMem range fixed
2015-02-13 17:04:03 +03:00
B1ackDaemon
35e04bdbe3
Merge pull request #1005 from tambry/Improvements2
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Improvements to cellCamera, cellGem and other minor things
2015-02-11 23:27:03 +02:00
Nekotekina
fdc5fa34be
Bugfix
2015-02-11 14:39:51 +03:00
Raul Tambre
43a95d709d
Merge remote-tracking branch 'upstream/master' into Improvements2
2015-02-10 17:43:21 +02:00
Nekotekina
c0a1dab09d
Small fix
2015-02-10 16:20:07 +03:00
Nekotekina
e642e39324
NV3089_IMAGE_IN_SIZE
2015-02-10 15:51:45 +03:00
Raul Tambre
cd8bcd4c02
Various improvements
2015-02-09 15:06:46 +02:00
Nekotekina
4e28a007c8
NV3089_IMAGE_IN_SIZE
2015-02-09 01:44:55 +03:00
Raul Tambre
899b06d6db
Fix conflicts 2
2015-02-01 15:45:25 +02:00
Nekotekina
384cb5e415
RSX "refactoring" reverted
2015-01-31 16:01:34 +03:00
Raul Tambre
a671c43862
Fix conflicts
2015-01-29 18:28:39 +02:00
B1ackDaemon
1fa301b719
Merge pull request #981 from Nekotekina/master
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ARMv7 progress, some changes in vm_ptr
2015-01-29 01:57:42 +02:00
Raul Tambre
084106ced6
Disable DMA writes and add copyright notices
2015-01-28 15:17:13 +02:00
Nekotekina
579a88b7c4
vm_ptr: function format changed
2015-01-28 15:59:16 +03:00
Raul Tambre
e12cfc89de
Experimental DMA implementation, bug fixes
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The experimental DMA implementation is ported from Nucleus.
2015-01-27 21:04:40 +02:00
Raul Tambre
78a92c7d43
More fixes and fixes to previous fixes
2015-01-26 21:01:47 +02:00
Raul Tambre
be50130c3f
Various fixes
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Fixes to dead code and a couple self-assignings
2015-01-24 21:50:26 +02:00
Raul Tambre
94c81c73c5
Implement more FP instructions
2015-01-24 21:30:36 +02:00
Nekotekina
ec2e53dc6b
Formatting changes
2015-01-20 02:15:43 +03:00
raven02
2c98a37512
Init: switch to version 420 layout (binding = 0)
2015-01-19 04:42:46 +08:00
raven02
546619ee24
VP: switch to version 420
2015-01-19 04:42:00 +08:00
raven02
7880753099
FP: switch to version 420
2015-01-19 04:41:22 +08:00
DHrpcs3
1bf9e41c26
Forgot this one
2015-01-18 13:16:24 +02:00
DHrpcs3
482d470bf2
Small RSX fixes
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- Fixed constants offset in FP decompiler.
- Fixed vertex textures initialization.
2015-01-18 12:51:30 +02:00
Nekotekina
d557ba2d97
Audio format changed to 8ch
2015-01-18 02:01:08 +03:00
Nekotekina
011362bf1c
Things updated
2015-01-17 21:33:39 +03:00
Nekotekina
fd06f70387
cellAudio updated, thread_t updated
2015-01-16 17:36:53 +03:00
Nekotekina
bf7cf0ee9d
.ToLE() changed to .value() or removed
2015-01-14 02:08:00 +03:00
Nekotekina
1c4e89d2bf
Formatting fixes, ToBE() replaced with data()
2015-01-13 17:54:36 +03:00
Nekotekina
da09477be8
Callback syntax changed
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call() became overloaded () operator
2015-01-11 13:43:40 +03:00
raven02
12edfeb216
RSX : last few cmd refactoring
2015-01-05 04:08:26 +08:00
raven02
ec7b351cf0
RSX disable front face
2015-01-04 06:38:06 +08:00
raven02
d2e6f6fef0
RSX : few more cmd refactoring
2015-01-04 01:00:56 +08:00
raven02
fffadb975b
RSX : inline fragment naming as vertex shader
2015-01-02 08:06:42 +08:00
raven02
8616d340bb
RSX: create depth buffer only when required
2015-01-01 22:54:46 +08:00
raven02
a7ca705552
RSX: add alpha func/ref , depth func/mask and bug fix
2015-01-01 12:31:40 +08:00
raven02
3e3665a13b
RSX: refactor glEnable cmd
2014-12-30 23:44:08 +08:00
raven02
d66825515d
Fix compiling #1
2014-12-30 10:57:12 +08:00
raven02
669ebc594c
Fix compiling
2014-12-30 06:26:41 +08:00
raven02
1b87f9312b
RSX : add ClearColor() / ClearStencil() / ClearDepth() / ClearSurface()
2014-12-30 03:37:58 +08:00
raven02
19e1631697
change to log_warning
2014-12-29 06:43:29 +08:00
raven02
24a19a0dd9
format fix
2014-12-29 06:42:08 +08:00
raven02
51c107656f
Temporary disable BRI instruction
2014-12-29 06:39:00 +08:00
raven02
06907cb942
format fix
2014-12-29 06:37:32 +08:00
raven02
b81e0f9e4c
Remove duplicate code
2014-12-29 06:22:54 +08:00
raven02
4907dedf69
RSX: Implement LIT instruction
2014-12-29 06:21:34 +08:00
Nekotekina
f16ec62b4a
Bugfix
2014-12-28 18:53:02 +03:00
Nekotekina
1636531d4a
Conflicts fixed
2014-12-28 16:52:04 +03:00
Nekotekina
6cd2665e12
Conflicts fixed
2014-12-28 16:29:01 +03:00
B1ackDaemon
4b8d617364
Merge pull request #936 from tambry/FPImprovements
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Fragment Program improvements and additions
2014-12-28 15:17:42 +02:00
raven02
4701affbf9
minor changes
2014-12-28 21:01:30 +08:00
raven02
63a559310c
case range switch
2014-12-28 21:00:20 +08:00
Raul Tambre
108e879266
Fragment Program improvements and additions
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+ Added TODOs for REFL, LIT, LRP, BEM, TEXBEM and TXPBEM
- Removed the warning message about TEX_SRB texture projection being
used
* Implemented packSnorm2x16, unpackSnorm2x16, packSnorm4x8 and
unpackSnorm4x8. All need more testing to be confirmed as working
2014-12-28 09:53:01 +02:00
raven02
b610155956
one more cmd
2014-12-28 08:46:50 +08:00
raven02
8e88e531de
few more cmd
2014-12-28 08:43:14 +08:00
raven02
8690c02972
RSX : log NV4097_SET_CONTEXT_DMA_REPORT
2014-12-28 08:35:56 +08:00
Raul Tambre
240c209360
Fix TXB instruction
2014-12-27 11:00:44 +02:00
B1ackDaemon
411e21210c
Merge pull request #931 from raven02/patch-7
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RSX break fix: fall back the case switch
2014-12-27 00:58:29 +02:00
raven02
b9a8c6414d
RSX: fall back the case switch
2014-12-27 04:15:00 +08:00
Nekotekina
dabac03820
Revert "Formatting RSX thread"
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This reverts commit 97d50a0692 .
2014-12-26 21:32:53 +03:00
Raul Tambre
1bde52623b
Fragment Program improvements
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* Implement TXP (Needs testing)
* Implement TXB
* Implement TXL
2014-12-26 17:56:55 +02:00
Nekotekina
be2d606193
Conflicts fixed
2014-12-26 17:06:36 +03:00
Raul Tambre
d6989c1847
Merge pull request #927 from raven02/patch-5
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Formatting RSX thread
2014-12-26 10:20:18 +02:00
Raul Tambre
052692ac8c
Improvements to saving and cellFsStat
2014-12-26 10:06:12 +02:00
raven02
97d50a0692
Formatting RSX thread
2014-12-26 14:25:22 +08:00
Raul Tambre
642e850dfe
cellSail PAMF creation and 3D availability fix
2014-12-24 20:47:56 +02:00
Nekotekina
b2de24db73
SMutex eliminated
2014-12-23 02:31:11 +03:00
DHrpcs3
e1ea7a28c3
Fixed condition decompilation in vertex & fragment shaders
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Added 30 & 60 modes to frame limiter
2014-12-22 01:10:22 +02:00
DHrpcs3
969cf67ba8
Implemented frame limiter
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Some errors in unpkg replaced with warnings
2014-12-21 22:42:15 +02:00
raven02
7c9062fd3d
fix :)
2014-12-21 01:54:01 +08:00
raven02
612d11bd03
Minor fix
2014-12-21 01:42:15 +08:00
raven02
c63f370d8b
regression fix #1
2014-12-21 01:14:27 +08:00
raven02
c76dd371f3
RSX: vertex data regression fix
2014-12-21 01:13:10 +08:00
raven02
3fc471eb32
RSX: shaders fix and vertex texture implementation
2014-12-17 22:01:59 +08:00
raven02
e27a1f98aa
Fix missing break
2014-12-16 22:52:43 +08:00
raven02
c0b4bf2f94
log error for unimplmented fpcode
2014-12-14 23:21:41 +08:00
raven02
96a992fadb
enum sca_opcode and vec_opcode
2014-12-14 23:10:48 +08:00
raven02
32aa5ad415
RSX : enum vec_opcode & sc_opcode
2014-12-14 23:09:44 +08:00
raven02
1b6bd42201
Minor fix
2014-12-14 00:39:28 +08:00
raven02
4967771df5
Add std::set<int> m_jump_lvls
2014-12-14 00:19:06 +08:00
raven02
a5705d3308
VP: Fixed BRI, Experimental BRA implementation
2014-12-14 00:17:23 +08:00
DHrpcs3
d593e47554
RSX: Fixed NV4097_SET_VERTEX_DATA4UB_M, NV4097_SET_VERTEX_DATA2F_M & NV4097_SET_VERTEX_DATA4F_M implementation
2014-12-02 00:02:05 +02:00
Alexandro Sánchez Bach
7ba0bda244
Merge pull request #878 from Nekotekina/master
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PSV progression, loader fixes
2014-12-01 18:17:57 +01:00
Nekotekina
1568930da6
/dev_bdvd/ and /app_home/ fixed
2014-11-30 22:23:51 +03:00
Raul Tambre
6aff1545c2
Merge remote-tracking branch 'upstream/master'
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Conflicts:
rpcs3/Emu/SysCalls/lv2/lv2Fs.cpp
Update from master
2014-11-29 19:05:49 +02:00
Raul Tambre
bfff7ff5f9
Fix CellVideoOut values, formatting fixes
2014-11-29 19:01:04 +02:00
DHrpcs3
2b7f984de8
Fixed GameViewer
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Disabled pause on null rsx instruction
2014-11-29 16:16:48 +02:00
Nekotekina
8df2c3d707
Merge branch 'master' of https://github.com/DHrpcs3/rpcs3
2014-11-22 19:49:54 +03:00
raven02
cd347fa110
Minor fix
2014-11-18 14:44:37 +08:00
Nekotekina
220384997f
Merge branch 'master' of https://github.com/DHrpcs3/rpcs3
2014-11-11 16:04:16 +03:00
Raul Tambre
9ee7471bd5
Added RSX logging option
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Also some minor fixes to cellSail
2014-11-10 22:18:46 +02:00
Nekotekina
c8d4193f08
PSV: sceKernelCreateThread and sceKernelStartThread
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Some fixes in callback manager
2014-11-10 03:21:50 +03:00
Nekotekina
ac20cf0060
cellGcmCallback modified
2014-11-08 19:58:51 +03:00
Nekotekina
09a4d14f8f
cellAdec improved
2014-10-28 00:24:11 +03:00
Nekotekina
6df5ddb973
Few warnings fixed
2014-10-24 17:24:09 +04:00
B1ackDaemon
9c8666573b
Merge pull request #842 from tambry/ChangesAndAdditions
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Initial cellSail implementation
2014-10-17 18:43:46 +03:00
Raul Tambre
9e5403aeb3
Remove unneeded be_t
2014-10-11 20:20:01 +03:00
Raul Tambre
9bcaa1e498
Disable pausing when a null command occurs
2014-10-10 17:24:28 +03:00
Nekotekina
1dac13be16
RSXIO memory mapping with strict ordering (draft)
2014-10-10 01:26:04 +04:00
raven02
b13a8ab4e3
Small RSX fix
2014-10-06 21:39:25 +08:00
Nekotekina
5f46534b72
RSX fix
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Forgot to rollback these lines.
2014-10-05 12:03:14 +04:00
Nekotekina
74007d5e5d
Small changes in memory and RSXIOMem
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Some bugs fixed, some other changes.
2014-10-04 18:43:46 +04:00
Nekotekina
6b0857dcff
Conflicts fixed
2014-10-02 16:19:52 +04:00
DHrpcs3
eada1fe12c
Improved be_t
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Fixed NV4097_SET_TWO_SIDE_LIGHT_EN
Added LIS, ORI, NOP & BLR to PPU Jit
2014-10-01 12:45:43 +03:00
Nekotekina
7d95311a01
Some %x fixed
2014-09-29 19:38:04 +04:00
Raul Tambre
879e2d920c
Add cellAvconfExt and cellVideoOutGetScreenSize
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Also added a flag to RSX debugger showing if two sided lighting is
enabled, a 3D Monitor option and fixed a ")" missing in TODO printout
for sys_spu_elf_get_information.
2014-09-28 18:21:45 +03:00
Nekotekina
66000240ac
vm::atomic update, be_t update
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1) MakeFromLE replaced with make(), MakeFromBE removed. Compiler seems
to be able to optimize it anyway.
2) be_t<> conversion operator temporarily replaced with conversion
through LE because it can't work with all possible numeric conversions
(float<>int for example)
2014-09-20 03:16:11 +04:00
Nekotekina
0044141631
sys_process_is_spu_lock_line_reservation_address
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Formatting changed a bit
2014-09-17 17:15:17 +04:00
Nekotekina
85f2009175
Merge branch 'master' of https://github.com/DHrpcs3/rpcs3
2014-09-12 01:16:57 +04:00
Nekotekina
fe53f6f2d7
Compilation fix
2014-09-11 23:33:20 +04:00
Nekotekina
cd39256361
CallbackManager rewritten
2014-09-11 23:18:19 +04:00
Raul Tambre
88cc03b9e2
Implemented NV4097_SET_TWO_SIDE_LIGHT_EN
2014-09-11 18:59:42 +03:00
Nekotekina
43a61d0ab9
Memory.Write*/Read* replaced
2014-09-06 17:33:01 +04:00
Nekotekina
b0d9fba418
Conflicts fixed
2014-09-06 02:54:42 +04:00
Nekotekina
12becc6120
MemoryBase::operator[] replaced
2014-09-06 02:12:10 +04:00
Nekotekina
225dba754d
GetMemFromAddr, VirtualToRealAddr replaced
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Some arg types changed
2014-09-05 21:23:00 +04:00
Nekotekina
05cebd1017
re() removed, added be_t<const T> specialization
2014-09-04 13:21:23 +04:00
Nekotekina
1337cf4f04
Some memory functions removed
2014-09-03 20:33:30 +04:00
Peter Tissen
383f6aff2b
unix preprocessor define typo fixed
2014-09-03 12:12:50 +02:00
Nekotekina
a8cfefac07
vm::ptr for u8/char types, mem_list_ptr_t removed
2014-08-31 19:01:48 +04:00
Nekotekina
fb1d7d3982
Some warnings fixed
2014-08-30 22:35:18 +04:00
Nekotekina
028ce2dd9f
stdafx_gui.h created, wx removed from stdafx.h
2014-08-29 02:49:26 +04:00
Nekotekina
693e7a38fa
Some std include moved
2014-08-28 20:29:05 +04:00
Nekotekina
9eda0aa245
Merge branch 'master' of https://github.com/DHrpcs3/rpcs3
2014-08-26 04:52:28 +04:00
Nekotekina
78cbb90ef6
Some leaks fixed
2014-08-26 03:55:37 +04:00
Alexandro Sánchez Bach
13fec1cd9a
GCM Report/Notify and sys_rsx functions
2014-08-25 23:41:57 +02:00
Nekotekina
61c4a88ab4
rFile.h, Thread.h, IdManager.h includes moved
2014-08-25 18:56:13 +04:00
Nekotekina
84c5899faf
Abstract GSFrameBase class and callback
2014-08-25 02:23:26 +04:00
Nekotekina
efa538f9d7
include clearing
2014-08-23 04:16:54 +04:00
Lioncash
538498f21f
GLGSRender: Fix always false error condition
2014-08-19 02:48:11 -04:00
Alexandro Sánchez Bach
529d0dbbbe
Vertex Data base offset/index
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Fixed incorrect default value in RSXTexture.
2014-08-19 02:10:29 +02:00
Alexandro Sánchez Bach
cf9769fe65
Fragment Shader recompiler comments
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Don't expect changes due to this commit.
2014-08-18 22:07:52 +02:00
Alexandro Sánchez Bach
b23a5f2312
RSXVertexData bugs fixed
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* Some extra info on sys_rsx syscalls
* Code cleaned in GLGSRender.cpp
2014-08-18 16:37:23 +02:00
Alexandro Sánchez Bach
bb1749d3da
cellGcmSys changes and minor fixes
2014-08-17 11:22:36 +02:00
Alexandro Sánchez Bach
b7be8b19ef
Updates in sys_rsx and CellGcmDisplayInfo
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Thanks a lot to @3141card for all the relevant information about RSX
related lv2 syscalls.
2014-08-16 23:45:56 +02:00
Alexandro Sánchez Bach
f07c35d9ae
Renamed Emu/GS -> Emu/RSX
2014-08-04 01:37:23 +02:00