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AgeCommit message (Collapse)Author
2016-06-20analytics: Report OpenGL's adapter name too.Scott Mansell
2016-05-30[OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZEAnthony Serna
2016-05-26Fix building with PCH disabled.Rohit Nirmal
2016-05-19D3D11: Fix CPU EFB color reads when MSAA is enabledStenzek
Also swaps the byte order from RGBA->BGRA to match GL/D3D12, and what the read handler is expecting. Depth reads will now return the minimum depth of all samples, instead of the average of all samples.
2016-05-19OGL: Work around slowdown of glMapBufferRange with SSBO on NVIDIA driversStenzek
Using glMapBufferRange to read back the contents of the SSBO is extremely slow on NVIDIA drivers. This is more noticeable at higher internal resolutions. Using glGetBufferSubData instead does not seem to exhibit this slowdown.
2016-05-18Merge pull request #3832 from degasus/androidMarkus Wick
DriverDetails: Update Qualcomm new driver version.
2016-05-18VideoSW: Fix XFB config.degasus
2016-05-18VideoSW: Drop Update in XFB copy.degasus
2016-05-11OGL: Use coherent mapping on Qualcomm devices.degasus
2016-05-11OGL: Drop QC ES3.1 workaround.degasus
This was never tested well: HdkR> The tester was most likely trying to load a stale shader cache or something
2016-05-08D3D12: Specify read/write ranges when calling Map/UnmapStenzek
2016-05-08D3D12: Fix invalid CopyTextureRegion call in CopyRectangleFromTextureStenzek
This was occuring when the source texture was larger than the destination texture, but the source rect was <= dest rect, so the copy is valid.
2016-05-08D3D12: Cleanup startup/shutdown processStenzek
Sorts out references that cause some modules to be kept around after backend shutdown. Should also solve the issue with errors being thrown due to the config being loaded after device creation, leading to the incorrect device being used in a multi-adapter system.
2016-05-08D3D12: Implement perf query supportStenzek
2016-05-08D3D12: Remove D3D11 header referencesStenzek
2016-05-08D3D12: Implement XFB encoding/decoding (support Real XFB)Stenzek
2016-05-08D3D12: Remove feature level checksStenzek
We don't create a device below feature level 11_0 anyway, so no point checking, we can just assume support.
2016-05-08D3D12: Don't add padding when allocating within empty StreamBufferStenzek
Resources are already aligned to an address larger than any of our requirements, anyway.
2016-05-08D3D12: Improve output of shader compiler errorsStenzek
These were completely broken due to lack of c_str(). We also output warnings now as well (these can be useful).
2016-05-08D3D12: Refactoring and cleanupsStenzek
Moves render target restoring to RestoreAPIState, this also means no need to manually restore after allocating in a buffer that caused execution, because the manager restores it for us. Remove a method that wasn't used from D3DUtil.cpp, and fixes a few errors in EFB poke drawing.
2016-05-08D3D12: Fix error with >1xIR/MSAA EFB depth accessStenzek
2016-05-08D3D12: Implement GPU-based bounding boxStenzek
2016-05-08D3D12: Use helper method for binding EFB render targetsStenzek
2016-05-08D3D12: Use signed ints for viewport originStenzek
Fixes black screen when crop is enabled.
2016-05-08D3D12: Allow large texture uploads (>64MiB) by using temporary bufferStenzek
This is not optimal, but for those texture packs with extremely large images, it won't crash. Releasing after the frame completes is an option too, however, there is the risk of running out of memory by doing this.
2016-05-03Merge pull request #3742 from phire/ditherMatthew Parlane
Implement Dithering for video software
2016-04-30VideoSW: Fix special case.degasus
I have no clue what this special case shall be, but accessing g_main_cp_state within Flush() is not allowed. We likely still have a bad behavior, but now it only depends on the current state, not on the next one after flushing.
2016-04-24Merge pull request #3745 from stenzek/d3d11-texcacheJules Blok
D3D11: Fix EFB MSAA depth buffer copies, StateManager desyncs in some cases
2016-03-30D3D: Amend code to fix a new VS warningLioncash
Fixes warning C4334
2016-03-30Merge pull request #3656 from phire/windows-10-sdk-updatePierre Bourdon
Updated D3D12 to build on the newer windows 10 sdk.
2016-03-26Updated D3D12 to build on the newer windows 10 sdk.Scott Mansell
2016-03-26Merge pull request #3672 from EmptyChaos/d3d-anisotropyPierre Bourdon
Fix D3D Forced Anisotropy
2016-03-26OpenGL: Cache query to max texture size.Scott Mansell
This showed up really high when I was profiling things.
2016-03-26D3D11: Fix some cases where render target switches desynced StateManagerStenzek
This was occuring in certain EFB copy patterns, leaving the textures unbound for the next draw call.
2016-03-26D3D11: Simplify MSAA depth texture resolvingStenzek
This also fixes EFB depth buffer copies when MSAA is enabled.
2016-03-24VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper functionEmptyChaos
2016-03-24VideoBackends: Do not use Anisotropy on Point filtered textures.EmptyChaos
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
2016-03-23Implement Dithering for video softwareScott Mansell
2016-03-16Minor fixes to the partial updates codemimimi085181
- remove an outdated comment about the efb to ram and scaled efb restriction - when upscaling efb copies, mark the new texture as efb copy - dx12 fixes for the src box, especially the number of layers for 3D
2016-03-06VideoSW: Drop SetTevReg for colors.degasus
2016-03-06VideoSW: Drop SetScissor().degasus
Just access the global state directly.
2016-03-06VideoSW: Drop SetViewOffset.degasus
Just use the global state.
2016-03-02Merge pull request #3655 from jcowgill/spelling-fixesMathew Maidment
Fix some very minor spelling mistakes
2016-03-01D3D12: Cleanup DX12::Renderer::SetSamplerStateEmptyChaos
Remove uninitialized non-static variable. Replace test to avoid unnecessary state changes with a simpler one.
2016-02-29Merge pull request #3647 from stenzek/d3d12-fencesPierre Bourdon
D3D12: Multiple fixes (texture cache, fences, MSAA, CPU EFB access)
2016-02-29Merge pull request #3355 from ↵Pierre Bourdon
mimimi085181/partial-texture-updates-check-dimensions Partial texture updates: Check the dimensions of the efb copy
2016-02-28D3D11: Fix texture dumping, for both single and multi-mip texturesStenzek
2016-02-28D3D12: Fixed issue where EFB copies could end up corrupted after resetStenzek
Also prevents previously-released textures from ending up in a descriptor table.
2016-02-28D3D12: Don't keep screenshot/encoder buffers mappedStenzek
Readback heaps do not support persistent mapping. See D3D12 docs.
2016-02-28D3D12: Add helper method for setting both viewport and scissor rectStenzek
Simplfies making changes, as well as keeping the two in sync.