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Commit Graph

3682 Commits

Author SHA1 Message Date
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