Commit Graph

110 Commits

Author SHA1 Message Date
Henrik Rydgård
15f2e48887 Only mask away Z mirrors if inside VRAM 2018-11-12 08:19:19 +01:00
Henrik Rydgård
d8f4a70396 Remove constraint that virtual framebuffers have to represent VRAM.
Prerequisite for #11531, virtual readbacks.
2018-11-12 08:19:14 +01:00
Unknown W. Brackets
a4c0640f01 GE Debugger: Factor out host calls some.
Moving more of this to cross platform for the web debugger.
2018-09-01 08:32:03 -07:00
Unknown W. Brackets
00daa00ae5 TexCache: Keep maxSeenV on clut variants in sync.
This ensures that we detect changes properly even when they are outside
the max V used with one CLUT.

Fixes #9355, enemy fade out in FF2.
2018-08-29 22:07:27 -07:00
Unknown W. Brackets
3f48e446b6 GPU: Fix texture handling on framebuf detach.
We were never creating/recreating the texture, so we ended up with null.
Caused all sorts of problems.
2018-08-25 09:57:37 -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
c41273d333 When binding a framebuffer to a texcache entry, delete its texture. Should help #10823 2018-03-29 13:29:09 +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
e97046da4e TexCache: Decimate aggressively with many variants.
It should be safe to decimate after fewer frames with a threshold like
this.
2018-02-18 12:29:14 -08:00
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
46e1fbb788 Initial texture work. Bugfix indexed drawing 2018-01-27 15:10:17 +01:00
Henrik Rydgård
bd6818198a More GLRenderManager 2018-01-27 15:10:17 +01:00
Unknown W. Brackets
267b9a6598 Profiler: Separately track texture hashing.
Since it's slow and was lumped into updatestate.
2017-12-30 10:14:35 -08:00
Unknown W. Brackets
025a806ab4 GPU: Remove FBO auto-download hack.
See #6261.  This should be replaced now with block transfer detection,
which is faster and doesn't cause crashes.

Games that previously required this setting should use block transfer
instead.  If that doesn't work, it's a bug.
2017-12-25 11:17:59 -08:00
Henrik Rydgård
5c1dad9909 Remove more obsolete ifdefs 2017-12-19 17:59:00 +01:00
Henrik Rydgård
299cb007c2 Add a comment, revert a reporting change. 2017-12-10 02:05:25 +01:00
Henrik Rydgård
b75c8b72c6 Fix another little inconsistency (two uniforms were merged for bad reasons) 2017-12-07 21:39:09 +01:00
Henrik Rydgård
9468b3d073 Add a missing break that would explain the odd AUTO mipmap test results on D3D11 and Vulkan... 2017-11-21 15:18:31 +01:00
Henrik Rydgård
7ab6956828 The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working. 2017-11-20 12:39:01 +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
313223364c Buildfix, update comments slightly 2017-11-15 14:21:17 +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
LunaMoo
2c27b3b56b Fix texture conversion. 2017-11-14 02:35:14 +01:00