Unknown W. Brackets
ee6fbd9a0b
TexCache: Rename "Invalid" attach to "Inexact".
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The name has seemed confusing to me for a while.
2020-09-06 23:04:52 -07:00
Henrik Rydgård
4252036d89
Apply the scoring model when creating/updating framebuffers too.
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Reuses the same mechanism.
This is the second part of the Test Drive fix.
2020-08-30 16:21:56 +02:00
Henrik Rydgård
e9ff037e91
Extract AttachFramebufferToEntry function
2020-08-30 16:21:56 +02:00
Henrik Rydgård
41fe6f9e12
Delete an unused buffer, saving 0.5MB of RAM.
2020-08-28 10:38:00 +02:00
Henrik Rydgård
13552550bc
Merge pull request #13330 from unknownbrackets/gpu-clear
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TexCache: Force recreate texture on detach
2020-08-24 07:24:04 +02:00
Unknown W. Brackets
f44717c4f5
TexCache: Force recreate texture on detach.
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We could have multiple detaches, and we delete the texture on attach, so
we really must make sure we recreate.
Fixes #13320 .
2020-08-23 21:29:53 -07:00
Henrik Rydgård
055588c1a1
Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
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This should have no change in behavior, but prepares the ground for the
next steps. Want this merged separately.
2020-08-24 00:01:02 +02:00
Henrik Rydgård
ba0d04a142
Vulkan: Implement depth texturing through depal.
2020-08-09 20:31:04 +02:00
Henrik Rydgård
cf122e9333
Vulkan/generic: Initial prep for depth texturing
2020-08-09 19:47:15 +02:00
Henrik Rydgård
58ef0c8e80
Texture from framebuffer: Logging improvements
2020-08-04 14:45:14 +02:00
Unknown W. Brackets
d99e67a061
Vulkan: Allow custom texture upscaling shaders.
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Let's not just hardcode.
2020-08-01 22:00:04 -07:00
Unknown W. Brackets
16e47f6333
GPU: Calc framebuf offset with right params.
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It has nothing to do with the target or source framebuf, oops.
2020-05-07 23:22:51 -07:00
Unknown W. Brackets
48980d8786
GLES: Simplify the framebuf offset detection.
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It's clearly not been understood well as changes were made, so let's dump
a bunch of comments on it.
2020-05-07 23:12:14 -07:00
Unknown W. Brackets
fd183715ec
Vulkan: Decimate when there are many slabs.
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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
86966684d4
Vulkan: Remove the wrapper struct around VulkanTexture
2018-04-05 23:23:14 +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.
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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
Unknown W. Brackets
d61fd5f6a6
TexCache: Decimate CLUT variants more often.
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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
5c7c7ce192
Move GL sampler state tracking into GLRenderManager/QueueRunner.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
bd6818198a
More GLRenderManager
2018-01-27 15:10:17 +01:00
Henrik Rydgård
dc6a4ea753
Fix annoying name clashes (Status is in X11 headers..)
2017-12-15 16:34:29 +01:00
Henrik Rydgård
2ebae034a4
Vulkan: Show samplers in "shader debug"
2017-12-07 09:28:18 +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
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.
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Works around #9772
2017-11-15 14:21:17 +01:00