Henrik Rydgård
41eee6a1a4
Decouple framebuffers from texcache entries entirely.
2020-09-12 14:25:50 +02:00
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e32524c544
GPU: Remove ReliableHash aliases.
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Let's just use XXH32/XXH64 directly in texture replacements, clearer
anyway.
2020-08-28 01:15:22 -07:00
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7f812a5d9a
GPU: Hash CLUT using XXH3 with replacements off.
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It's faster, but if texture replacements are enabled, we want the hash to
stay the same.
2020-08-27 20:46:39 -07:00
Henrik Rydgård
506a86300d
More explicit invalidation of any cached state in Thin3D. Fixes #13307
2020-08-22 00:30:29 +02:00
Henrik Rydgård
8db6599e77
Buildfixes
2020-08-16 12:48:09 +02:00
Henrik Rydgård
5d64fc5ff1
Switch to PPSSPP's assert functions (don't use the system's)
2020-08-16 10:01:10 +02:00
Henrik Rydgård
d57edfbdac
Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
2020-08-03 23:17:22 +02:00
Henrik Rydgård
e9d0b5b90f
D3D11 - don't forget to unbind secondary texture when we need to unbind.
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Fixes Patapon 3 error reported in #13132 .
2020-07-23 22:23:55 +02:00
Henrik Rydgård
737688a22a
Annotate calls to RebindFramebuffer with their cause.
2020-06-02 09:51:38 +02:00
Henrik Rydgård
fabe987c8f
Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
2020-05-21 11:24:05 +02:00
Henrik Rydgård
c1d32e8b3e
D3D11: Better set current texture to null first, otherwise we can run into another issue.
2020-05-10 23:42:52 +02:00
Henrik Rydgård
73c253e2ac
D3D11: Fix a bind ordering issue in depal (only a problem with debug layer enabled)
2020-05-10 23:10:57 +02:00
driver1998
010b07b2df
Fix a crash on DirextX 11 with Feature Level <= 9_3 hardware
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Mobile usually uses 9_3 or lower hardware.
The same issue happens on x64 as well, so it might be a universal one, not limited to ARM or UWP.
2019-05-04 22:45:16 +08:00
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c2e7263601
D3D11: Correct shader bounds apply.
2018-11-24 10:51:47 -08:00
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d9510f8824
D3D11: Allow shader blend to self.
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It was forcing from black before. See #9616 .
2018-11-24 10:19:28 -08:00
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97773d3dd5
TexCache: Fix texture alignment in GLES.
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We must align to 4 bytes, and we aren't always aligned to 16 anymore, so
we must check when dealing with swizzle.
2018-09-08 19:00:30 -07:00
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abbab23814
D3D11: Use a dedicated slot for the depal texture.
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Otherwise it affects shader blending.
2018-05-06 08:58:54 -07:00
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8d07e6d985
GPU: Prevent temp FBOs from overwriting each other.
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Sometimes we'd use two temp FBOs in the same draw (e.g. shader blending +
depal.) This could cause the same temp FBO to get used for two purposes,
causing weird behavior.
2018-05-06 08:57:44 -07:00
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3eb0450998
Depal: Reapply texture when bounds change.
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Since we need each slice of the texture when we use bounds to reduce the
size. Fixes #10951 .
2018-04-22 10:43:46 -07:00
Henrik Rydgård
f967e206b8
Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
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Also this is good for terminology, no more confusion with the texture
replacement facility :)
2018-03-25 10:50:37 +02:00
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4b8d8c875d
Qt: Remove old texture debug API.
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No one's testing it and it's not the best way. We have a better
implemented API and should use it instead.
2018-02-19 09:09:35 -08:00
Unknown W. Brackets
db0989a9d0
Debugger: Fix texture preview in GLES.
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Also, fix issues with the first view of a texture in Vulkan / D3D11.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
b5e5d72a0a
Complete the separation of depth and stencil renderpass flags
2017-12-30 22:52:22 +01:00
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d6da758ed3
GPU: Remove duplicate BACKEND constants.
2017-12-26 15:55:24 -08:00
Henrik Rydgård
dc6a4ea753
Fix annoying name clashes (Status is in X11 headers..)
2017-12-15 16:34:29 +01:00