Henrik Rydgård
6df37b86bc
Merge pull request #14076 from unknownbrackets/zhp-map
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GPU: Force texture invalidation for ZHP minimap
2021-02-15 11:33:32 +01:00
Unknown W. Brackets
abfeacef61
GPU: Fix a type comparison warning.
2021-02-14 10:30:10 -08:00
Unknown W. Brackets
ec3bfe08ae
GPU: Force texture invalidation for ZHP minimap.
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See #14069 , our texture hash misses this change.
2021-02-07 09:02:28 -08:00
Henrik Rydgård
559ccd9f33
Minor cleanups
2020-12-14 20:06:06 +01:00
Henrik Rydgård
7061993c8f
VK: Restore the ARM Mali Z hack that got lost in the refactor somehow.
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Warning fixes.
2020-12-14 19:54:39 +01:00
Henrik Rydgård
0c66f6c6d0
Assorted drive-by code cleanup
2020-12-13 00:20:47 +01:00
Henrik Rydgård
575ae376a9
Don't try to texture from depth if not supported by backend. Works around #13621
2020-11-10 23:36:33 +01:00
Henrik Rydgård
9105249901
Add compat flag for reinterpret shader, also disable on platforms that can't support it yet
2020-11-08 11:32:55 +01:00
Henrik Rydgård
981d0a2abe
Reinterpret the data when binding a framebuffer with a different 16-bit format.
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Car reflections in Outrun are better (see #11358 ) but have some
blue/yellow color garbage that will need a different fix.
2020-11-08 11:32:55 +01:00
Henrik Rydgård
3e6d121016
Partially revert "Clarify some logic, improve framebuffer names"
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I screwed up a couple things.
Fixes #13619
This reverts commit 32eb882bc6 .
2020-11-03 11:39:12 +01:00
Henrik Rydgård
32eb882bc6
Clarify some logic, improve framebuffer names
2020-11-02 10:02:49 +01:00
Henrik Rydgård
b8e8325888
Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
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We considered any texture from kernel memory "reliable", which is wrong
since games can allocate out of the upper half of kernel RAM, which is
called "volatile" memory.
Fixes issue #13511
2020-10-14 00:09:08 +02:00
Henrik Rydgård
821817e6d4
Move the profiler to Common
2020-10-04 11:42:16 +02:00
Henrik Rydgård
6fb0e92de3
Fix issue with duplicate texture dumps.
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Fixes #13487 .
2020-09-29 00:30:08 +02:00
Henrik Rydgård
4cfafb4605
Some GPU code cleanup. Disable some unnecessary reporting.
2020-09-24 23:01:23 +02:00
Henrik Rydgård
a9fef066b5
Reduce string allocations in Vulkan memory allocator
2020-09-24 00:32:52 +02:00
Henrik Rydgård
5ac6a9b3fd
Fix slowdowns due to careless use of auto
2020-09-22 21:24:16 +02:00
Henrik Rydgård
3e3a40da8c
Mark the PPGe font texture as reliable to avoid hashing it.
2020-09-22 21:13:30 +02:00
Henrik Rydgård
ea2d2ec434
Remove unused lastBoundTexture from Vulkan
2020-09-21 08:57:19 +02:00
Henrik Rydgård
45f8b2721e
Comment fixes. Minor tweak.
2020-09-21 08:56:58 +02:00
Henrik Rydgård
dcd33a4692
Remove redundant bind on GL texture build. Improve dirtying of texture state.
2020-09-21 08:56:58 +02:00
Henrik Rydgård
f288e64679
Simplify NotifyFrameBuffer - only needs one call for both "channels" now.
2020-09-20 22:09:29 +02:00
Henrik Rydgård
3093b9c7bf
Share GPUS stats formatting code between the backends (easier to add new stats)
2020-09-20 22:09:25 +02:00
Henrik Rydgård
bdcf2c5cff
Have to invalidate "lastBoundTexture" when binding framebuffers as texture.
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Fixes parts of #13431 for D3D11 at least.
Will probably soon get rid of this concept, it's only useful in D3D9/11 and
those are probably not gonna lose much perf if we remove this minor
state caching.
2020-09-20 20:44:18 +02:00
Henrik Rydgård
707e9cf7ac
Remove some unnecessary function parameters, improve some comments.
2020-09-20 20:44:18 +02:00