vlj
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6fcd0e0421
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d3d12: Add semaphorePGRAPHTextureRead
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2015-08-12 00:28:34 +02:00 |
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vlj
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37cc5e5c11
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d3d12: Fix D3D12GSRender member name
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2015-08-12 00:28:34 +02:00 |
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vlj
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38a809b483
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d3d12: Use another sampler heap when using more than 2048 samplers
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2015-08-12 00:28:34 +02:00 |
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vlj
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d2edeafffe
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d3d12: Remove extra ,
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2015-08-12 00:28:33 +02:00 |
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vlj
|
b839b86895
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d3d12: Fix color for target_none
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2015-08-12 00:28:33 +02:00 |
|
vlj
|
af181395fc
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d3d12: Fix warning
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2015-08-12 00:28:32 +02:00 |
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vlj
|
265331117e
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d3d12: Support targetless flip
Fix PS3Doom
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2015-08-12 00:28:32 +02:00 |
|
vlj
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725b0c606d
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d3d12: Add some doc
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2015-08-12 00:28:31 +02:00 |
|
vlj
|
0e6cd8cd0e
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d3d12: Fix warnings
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2015-08-12 00:28:31 +02:00 |
|
vlj
|
ff219c6035
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d3d12: Factorise sampler desc creation in a separate function
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2015-08-12 00:28:30 +02:00 |
|
vlj
|
612d169b78
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d3d12: Add some comments
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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.
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2015-08-12 00:28:29 +02:00 |
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vlj
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1f3fbe91e2
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d3d12: Don't call GetAddress if context_dma is not set
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2015-08-12 00:28:29 +02:00 |
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vlj
|
91809c09d4
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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
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d3d12: Support triangle fan
Fix missing character members in the guided fate paradox
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2015-08-12 00:28:28 +02:00 |
|
vlj
|
6f0c74cf76
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d3d12: Fix crash with write color/depth buffer enabled
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2015-08-12 00:28:27 +02:00 |
|
vlj
|
428d66598d
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d3d12: Move util shader creation in another file
|
2015-08-12 00:28:27 +02:00 |
|
vlj
|
2cd035d530
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d3d12: Fix A1R5G5B5 endianness
Fix color in Retro city rampage
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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
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2015-08-12 00:28:26 +02:00 |
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vlj
|
45b7da6666
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d3d12: Mipmap offset is 512byte aligned
Fix retro city rampage crash at startup
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2015-08-12 00:28:25 +02:00 |
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vlj
|
6cb00e681b
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d3d12: support swizzled CELL_GCM_TEXTURE_A4R4G4B4
Fix terraria menu
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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 |
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