Stenzek
5359396099
BPFunctions: Move GX viewport conversion to VideoCommon
2018-02-20 00:49:32 +10:00
Stenzek
7c517226ed
Vulkan: Remove redundant YUYV conversion shaders
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These are no longer used as of hybrid XFB.
2018-02-14 15:26:35 +10:00
Stenzek
84b990faa0
VideoConfig: Remove bForceCopyToRam field
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It's the inverse of supports-copy-to-vram.
2018-02-11 15:29:37 +10:00
Anthony and GitHub
096131c908
Merge pull request #6334 from stenzek/startup
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Video Backend Initialization/Core Boot Improvements
2018-02-07 23:35:54 -08:00
Anthony and GitHub
4636230f5a
Merge pull request #6333 from stenzek/vulkan-transition
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Vulkan: Fix invalid stage mask in layout transitions
2018-02-07 23:32:05 -08:00
Stenzek and GitHub
fe5150cc31
Merge pull request #6303 from TraceBullet/auto-adjust-window-size
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Fix Auto-Adjust Window Size option making the window too large
2018-01-29 17:28:44 +10:00
Stenzek
c790077c13
VideoBackend: Remove PeekMessages method
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The video thread and backend no longer create any windows, therefore
there will never be any messages dispatched to their thread.
2018-01-27 13:53:55 +10:00
Stenzek
d96e8c9d76
VideoBackends: Combine Initialize/Prepare and Cleanup/Shutdown methods
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Also allows the work previously done in Prepare to return a failure
status.
2018-01-27 13:53:55 +10:00
TraceBullet
ab6f932347
Fix Auto-Adjust Window Size option making the window too large
2018-01-26 10:47:19 -05:00
Stenzek
81ae88d2d5
AbstractTexture: Fix crash in Vulkan backend when freeing texture
2018-01-26 19:12:11 +10:00
Stenzek
fd39103c73
Vulkan: Fix invalid stage mask in layout transitions
2018-01-26 12:33:24 +10:00
Stenzek
47f453d7aa
Vulkan: Fix waiting on non-existant fence when reading back
2018-01-26 12:33:24 +10:00
Stenzek
38e0b6e2ab
AbstractTexture: Move Bind() method to Renderer
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This makes state tracking simpler, and enables easier porting to command
lists later on.
2018-01-22 13:22:09 +10:00
Stenzek
4997fbce44
Vulkan: Fix possible mismatch between EFB framebuffer and render pass
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This could happen when changing MSAA settings or internal resolution at
runtime.
2018-01-11 16:02:31 +10:00
Stenzek
0525726338
Vulkan: Move pipeline barrier outside render pass for EFB peeks
2018-01-11 15:36:01 +10:00
Stenzek
48a8063cd5
Vulkan: Fix FramebufferManagerBase::m_EFBLayers being set out-of-range
2018-01-11 15:30:27 +10:00
Stenzek
173a33886c
Vulkan: Move render pass management to ObjectCache
2018-01-11 15:21:34 +10:00
Stenzek
0e50b2c9f2
Vulkan: Add missing layout transition when resolving MSAA depth buffers
2018-01-11 15:21:33 +10:00
Jonathan Hamilton
29a9ed043b
Implement dual-source blending in shader
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For some GLES drivers that don't support dual-source blending, but do
support GL_EXT_shader_framebuffer_fetch, this might be useful.
2018-01-05 09:56:46 -08:00
degasus and degasus
02dd062518
VideoCommon: Drop now unused efb2tex matrix generation.
2017-12-06 09:30:03 +01:00
Lioncash
6ca85dbf0a
VKTexture: Add missing override specifier to the other ScaleRectangeFromTexture() prototype
2017-12-02 20:20:13 -05:00
Lioncash
c7bc16811c
VKTexture: Remove unimplemented ScaleRectangleFromTexture() prototype
2017-12-02 20:15:32 -05:00
degasus
e2a9ee384f
VideoCommon: Rename TextureConversionShader namespace.
2017-12-02 15:17:39 +01:00
degasus
e8febd0cef
VideoCommon: Create a namespace for TextureConversionShaderGen.
2017-12-02 15:17:39 +01:00
Markus Wick and degasus
491c10ec96
VideoBackends: Use VideoCommon shader generators for efb2tex copies.
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This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.
Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
2017-12-02 15:17:39 +01:00