1
0
mirror of https://github.com/RPCS3/rpcs3.git synced 2024-11-23 11:13:19 +01:00
Commit Graph

3555 Commits

Author SHA1 Message Date
vlj
25b10c5e3e d3d12: Consume less descriptor slot if not required 2015-08-12 00:26:17 +02:00
vlj
6d9e542cde d3d12: Ignore files in bin/ 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