Commit Graph

190 Commits

Author SHA1 Message Date
Unknown W. Brackets
f44717c4f5 TexCache: Force recreate texture on detach.
We could have multiple detaches, and we delete the texture on attach, so
we really must make sure we recreate.

Fixes #13320.
2020-08-23 21:29:53 -07:00
Henrik Rydgård
055588c1a1 Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
This should have no change in behavior, but prepares the ground for the
next steps. Want this merged separately.
2020-08-24 00:01:02 +02:00
Henrik Rydgård
ba0d04a142 Vulkan: Implement depth texturing through depal. 2020-08-09 20:31:04 +02:00
Henrik Rydgård
cf122e9333 Vulkan/generic: Initial prep for depth texturing 2020-08-09 19:47:15 +02:00
Henrik Rydgård
58ef0c8e80 Texture from framebuffer: Logging improvements 2020-08-04 14:45:14 +02:00
Unknown W. Brackets
d99e67a061 Vulkan: Allow custom texture upscaling shaders.
Let's not just hardcode.
2020-08-01 22:00:04 -07:00
Unknown W. Brackets
16e47f6333 GPU: Calc framebuf offset with right params.
It has nothing to do with the target or source framebuf, oops.
2020-05-07 23:22:51 -07:00
Unknown W. Brackets
48980d8786 GLES: Simplify the framebuf offset detection.
It's clearly not been understood well as changes were made, so let's dump
a bunch of comments on it.
2020-05-07 23:12:14 -07:00
Unknown W. Brackets
fd183715ec Vulkan: Decimate when there are many slabs.
This helps avoid one little texture holding onto a whole slab.

Won't change behavior when they are full, since then the cacheSizeEstimate
should be fairly high.
2018-04-06 21:42:32 -07:00
Henrik Rydgård
86966684d4 Vulkan: Remove the wrapper struct around VulkanTexture 2018-04-05 23:23:14 +02:00
Henrik Rydgård
f967e206b8 Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
Also this is good for terminology, no more confusion with the texture
replacement facility :)
2018-03-25 10:50:37 +02:00
Unknown W. Brackets
d61fd5f6a6 TexCache: Decimate CLUT variants more often.
When creating a new texture, we determine if it has CLUT variants and
decimate more often.
2018-02-18 12:29:01 -08:00
Henrik Rydgård
5c7c7ce192 Move GL sampler state tracking into GLRenderManager/QueueRunner. 2018-01-27 15:10:17 +01:00
Henrik Rydgård
bd6818198a More GLRenderManager 2018-01-27 15:10:17 +01:00
Henrik Rydgård
dc6a4ea753 Fix annoying name clashes (Status is in X11 headers..) 2017-12-15 16:34:29 +01:00
Henrik Rydgård
2ebae034a4 Vulkan: Show samplers in "shader debug" 2017-12-07 09:28:18 +01:00
Henrik Rydgård
971995fa3d Move aniso to the sampler cache key. 2017-11-15 19:07:41 +01:00
Henrik Rydgård
909fb6b3a4 Cleanups 2017-11-15 16:31:17 +01:00
Henrik Rydgård
65275c29b7 Share UpdateSamplingParams between D3D11 and Vulkan. Support lod bias in Vulkan. 2017-11-15 14:21:17 +01:00
Henrik Rydgård
f564c59248 Mipmaps: Disable LOD bias in slope mode as that's not how it works.
Works around #9772
2017-11-15 14:21:17 +01:00
Unknown W. Brackets
9fbcc01afa TexCache: Remove simple 0/1 alpha check.
No practical optimizations have come of this, so it's a waste of time.
Slows down Vulkan too.
2017-11-12 16:17:46 -08:00
LunaMoo
5b75d2af20 Add uniform to make post process aware of videos.
And an example effect ~ subtle AA in-game/heavy smoothing for videos.
2017-09-13 08:13:51 +02:00
Henrik Rydgård
2f85e6516e Minor optimizations (use the new hashmap in a few more places) 2017-08-20 19:18:46 +02:00
Unknown W. Brackets
b6375638f5 GPU: Block mipmap autogen for matching size.
If the mips don't get smaller, we can't autogen - the bias in that case is
used to select a different texture.  Fixes #9731.

This also may improve a minor performance issue on PowerVR in some games.
2017-05-31 21:23:20 -07:00
Unknown W. Brackets
c4d1863ded GPU: Consistently bias const mip levels.
Since SLOPE is just a more complicated CONST, we can treat them the same.
2017-05-12 20:30:47 -07:00