Commit Graph

703 Commits

Author SHA1 Message Date
Henrik Rydgård
72bed6f2b5 Some DeviceLost/DeviceRestore cleanup 2023-02-26 11:05:52 +01:00
Henrik Rydgård
3dc47c7fef Unify TextureCache ::StartFrame as much as possible.
Tiny optimization avoiding a Vulkan pool reset on most frames.
2023-02-25 23:20:41 +01:00
Henrik Rydgård
4c45f8a4b0 Pass in draw directly in GPUCommon::DeviceRestore, instead of awkwardly fetching it 2023-02-25 23:04:27 +01:00
Henrik Rydgård
8fb75e0c12 Unify most of the DebugGetShader* functions 2023-02-25 16:42:09 +01:00
Henrik Rydgård
c2c479b217 Remove function InitClear. Was only implemented for DX9, and only barely meaningful in non-buffered. 2023-02-25 16:32:50 +01:00
Henrik Rydgård
8ba665e258 More unification work 2023-02-25 16:12:24 +01:00
Henrik Rydgård
c74f5b2189 Prepare for unifying more stuff 2023-02-25 16:01:32 +01:00
Henrik Rydgård
e136ad795a Some slight unification 2023-02-25 15:15:34 +01:00
Henrik Rydgård
b6846646af Remove some uses of gfxCtx_ 2023-02-25 15:15:34 +01:00
Henrik Rydgård
285ffbaa52 Unify CopyDisplayToOutput 2023-02-25 14:42:15 +01:00
Henrik Rydgård
18999c3687 Create the GPUCommonHW class. 2023-02-25 14:42:10 +01:00
Henrik Rydgård
0d57f3beee Unify GPUCommon::DoState. 2023-02-25 12:21:03 +01:00
Henrik Rydgård
609a8f6d36 Unify ExecuteOp between the accelerated backends 2023-02-25 12:21:03 +01:00
Henrik Rydgård
ed03348c65 Unify PreExecuteOp, keep the soft GPU as a special case 2023-02-25 12:21:03 +01:00
Henrik Rydgård
da561aa9de Unify CheckFlushOp 2023-02-25 12:21:03 +01:00
Henrik Rydgård
30120560ab Include file cleanup in framebuffer managers 2023-02-25 12:21:00 +01:00
Henrik Rydgård
49e5460c9c Remove count parameter from SetViewports. No use foreseen. 2023-02-25 07:12:53 +01:00
Henrik Rydgård
1b5148bb6c Remove kinda-duplicate function. 2023-02-24 23:54:04 +01:00
Henrik Rydgård
d426ce5118 Clear depth buffers after changing depth rounding mode.
And thus change of depth buffer scale/offset.

Previously, old depth buffers with values that now are out of range
could stick around, causing #16941. This clears them to the expected 0
value, which helps Outrun. Ideally we should convert depth buffers to
the new format, but if we can get away without that, that's also nice.

This is enough for #16941.
2023-02-10 10:03:14 +01:00
Henrik Rydgård
1b4018d19a Fix shader cache clearing in D3D11 - need to clear the input layout maps too 2023-01-11 14:16:12 +01:00
Unknown W. Brackets
0f92afb0c1 Replacement: Check replaceValid before load. 2023-01-08 10:20:52 -08:00
Unknown W. Brackets
5749b5a825 GPU: Clear shaders on use flag change. 2023-01-05 18:24:29 -08:00
Henrik Rydgård
85e6b4e592 Increment numFlushes near the other stat increments
Might be better for the cache, heh.
2023-01-04 17:10:56 +01:00
Henrik Rydgård
f069de2dd2 Pass the vertex decoder into the vertex shader IDs generator
Instead of just the vertex type.

This will allow things like the vertex decoder supplying defaults, in
order to reduce the number of unique vertex shaders at the cost of
slightly larger vertex data.

This doesn't actually do that yet though, it's just a refactor that can
be done separately.

Part of #16567
2022-12-30 22:57:05 +01:00
Henrik Rydgård
ba2fab5b22 Merge pull request #16677 from unknownbrackets/d3d11-pause
D3D11: Fix Draw state issues on pause screen
2022-12-30 21:51:55 +01:00