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.
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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.
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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
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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
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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
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D3D11: Fix Draw state issues on pause screen
2022-12-30 21:51:55 +01:00