Commit Graph

  • b2ad49bac8 d3d12: Check blend and depth stencil state when evaluating pso equality vlj 2015-06-05 23:41:29 +02:00
  • 5f46b32616 d3d12: Use instancing to pass constant vertex attribute vlj 2015-06-05 23:27:43 +02:00
  • 64a555caca d3d12: Write data to single vertex attrib vlj 2015-06-05 23:18:29 +02:00
  • 02f15810ee d3d12: Implement stencil states vlj 2015-06-05 22:45:27 +02:00
  • e3b73f9ea0 d3d12: Fix vertex error in stencil reflect vlj 2015-06-05 21:57:44 +02:00
  • 381260a493 d3d12: Check IALayout equality in pipeline state vlj 2015-06-05 21:36:56 +02:00
  • e4435a9308 DPH disappeared when merging, need to merge commit with the initial one vlj 2015-06-05 20:53:36 +02:00
  • 22e67db0f2 d3d12: Add some others texture format vlj 2015-06-05 20:47:22 +02:00
  • c3e19f34fa gl: sampler2d are constants vlj 2015-06-05 00:44:27 +02:00
  • ca90c05b0a gl : refix vlj 2015-06-04 23:45:45 +02:00
  • 744b56b12d gl: Fix texture unswizzling vlj 2015-06-04 23:31:27 +02:00
  • 694d4e01a0 d3d12: Use openMP for vertex buffer mapping and factorize function vlj 2015-06-04 22:43:57 +02:00
  • 459ab17d74 d3d12: Use openMP to upload texture vlj 2015-06-04 22:32:46 +02:00
  • cfe058dc82 d3d12: Factorize texture upload code vlj 2015-06-04 22:12:49 +02:00
  • ce857ab1da RSX: DP2A for fragment decompiler raven02 2015-05-22 08:09:53 +08:00
  • caf863be4d d3d12: Fix crash at exit vlj 2015-06-04 19:03:24 +02:00
  • 5882f9defb d3d12: Do not use texture pitch but compute it ourself vlj 2015-06-04 18:57:59 +02:00
  • f31282623a d3d12: Fix texture unswizzling vlj 2015-06-04 18:20:18 +02:00
  • 25c09c5088 d3d12: Add Blend Op raven02 2015-06-04 23:21:49 +08:00
  • a2b8d3a885 d3d12: Fix memleak vlj 2015-06-04 01:48:32 +02:00
  • 76d52b4bb3 d3d12: Implement A4R4G4B4 texture format with byte swapped raven02 2015-06-04 20:51:46 +08:00
  • 593b9a494d d3d12: Double texture storage size vlj 2015-06-04 01:35:01 +02:00
  • d886fd55d3 d3d12: Fix for size calculation vlj 2015-06-04 01:32:12 +02:00
  • a751a06d01 d3d12: Try not to overcommit texture memory vlj 2015-06-04 01:26:25 +02:00
  • a5fb8c95f4 d3d12: Fix interframe sync vlj 2015-06-03 20:30:20 +02:00
  • ac352cd083 d3d12: Use custom loadvertex like call vlj 2015-06-03 18:57:07 +02:00
  • b63c77ca7d d3d12: Swap current/non current right after present has been called vlj 2015-06-03 00:25:51 +02:00
  • 9e2dfcaba3 d3d12: fix memleak vlj 2015-06-03 00:02:18 +02:00
  • 7db3599648 d3d12: Ping pong between data to avoid gpu stall as much as possible vlj 2015-06-02 23:54:24 +02:00
  • 461bf12c4f d3d12: Cleaning vlj 2015-06-02 19:22:32 +02:00
  • 51d287d9b0 d3d12: Take alignment into account in streamBuffer vlj 2015-06-02 19:18:16 +02:00
  • 878a116c4a Rebasing didn't went quite right...Fixes vlj 2015-06-02 18:35:04 +02:00
  • 3a6abe1656 d3d12: fix crash when inferring texture size vlj 2015-06-02 00:15:17 +02:00
  • 9748007cd3 d3d12: Use ring buffer for textures too vlj 2015-06-02 00:11:59 +02:00
  • 6bb5dd2125 d3d12: Use ring like buffer for vertex index data vlj 2015-06-01 23:46:04 +02:00
  • f721f2cbaa d3d12: Use ring like heap for vertex and fragment constants too vlj 2015-06-01 23:18:21 +02:00
  • 59aca7566e d3d12: Some fixes to avoid running out of constant spaces vlj 2015-06-01 23:09:58 +02:00
  • e0cff6b0b4 d3d12: Start using a ring-like buffer for constants vlj 2015-06-01 22:48:30 +02:00
  • c1abf80b40 d3d12: Fix r5g6b5 only using half texture vlj 2015-06-01 19:02:11 +02:00
  • 5ca02a5053 d3d12: Fix R5G6B5 being byte swapped vlj 2015-06-01 18:55:04 +02:00
  • d8d72c4327 d3d12: Implement R5G6B5 texture format vlj 2015-06-01 18:28:54 +02:00
  • 25b10c5e3e d3d12: Consume less descriptor slot if not required vlj 2015-06-01 17:44:26 +02:00
  • 6d9e542cde d3d12: Ignore files in bin/ vlj 2015-06-01 17:20:22 +02:00
  • 043adab2ce d3d12: Fix fragment constant filling vlj 2015-06-01 00:02:32 +02:00
  • 1c803e725b d3d12: Do not overwrite hlsl file vlj 2015-05-31 22:58:28 +02:00
  • 0b435afd1d d3d12: Fix some texture format swizzles. vlj 2015-05-31 22:37:15 +02:00
  • 3aafb60629 d3d12: Fix offset in scale offset vlj 2015-05-31 21:52:22 +02:00
  • 0be60890e7 d3d12: minor fixes raven02 2015-05-31 23:55:47 +08:00
  • fdf24545af d3d12: Raise texture upload heap to make multi texture work vlj 2015-05-31 20:33:45 +02:00
  • e454f59f97 d3d12: Fix depth buffer not being transitionned to generic read vlj 2015-05-31 20:30:21 +02:00
  • aac93b9063 d3d12: Clean code + fix warnings vlj 2015-05-31 20:24:10 +02:00
  • 001dc7cf57 d3d12: Do not copy fbo, just use new one vlj 2015-05-31 20:10:39 +02:00
  • 5a57564b0c d3d12: Forgot a hunk vlj 2015-05-30 23:55:01 +02:00
  • 01ac9f02d2 d3d12: Use placed resource for depth conversion result vlj 2015-05-30 23:52:35 +02:00
  • 2636fb457e d3d12: Use placed resource for mrt readback vlj 2015-05-30 23:46:52 +02:00
  • 28c125618a d3d12 : add few more compressed format raven02 2015-05-31 00:36:25 +08:00
  • 046e522851 d3d12: Add DXT23 & DXT45 raven02 2015-05-30 23:55:35 +08:00
  • 6877e5e3ba d3d12: Start using heap for depth buffer readback vlj 2015-05-30 01:58:16 +02:00
  • 90fb4396fe d3d12; Add a texture cache vlj 2015-05-30 01:22:31 +02:00
  • d8f76f5aee d3d12: Add LogicOp raven02 2015-05-30 04:43:53 +08:00
  • f382ba0319 d3d12: Enable multiple mrt read vlj 2015-05-29 17:45:36 +02:00
  • 8e9cdc5fea d3d12: Fix memleak vlj 2015-05-29 17:16:14 +02:00
  • da328c078a d3d12: Fix cube_mrt.ppu.elf vlj 2015-05-29 17:13:18 +02:00
  • cef58da879 d3d12: Fix non mrt samples vlj 2015-05-29 17:03:41 +02:00
  • 595392428d d3d12: First attempt at read color buffer using dma address change vlj 2015-05-29 16:56:46 +02:00
  • 3e11598941 d3d12: Fix increment size for sampler and row pitch for swizzled textures vlj 2015-05-29 01:09:53 +02:00
  • 262d3d0755 d3d12: Fix copyToCellRamAndRelease copy size vlj 2015-05-29 00:59:03 +02:00
  • 906146d8f6 d3d12: Lower memory storage vlj 2015-05-29 00:45:53 +02:00
  • f12cb9b519 d3d12: Send RTTs to cell memory when a semaphore is released vlj 2015-05-28 23:57:19 +02:00
  • 53ac34db35 d3d12: Fix a warning vlj 2015-05-28 23:48:34 +02:00
  • 74dab18174 d3d12: Use graphic queue to download depth buffer vlj 2015-05-28 23:15:53 +02:00
  • af69803ee0 d3d12: Factorize resource state change vlj 2015-05-28 23:12:16 +02:00
  • 3a029efbd3 d3d12: Add D8R8G8B8 format to texture vlj 2015-05-28 23:00:40 +02:00
  • 68a62f897d d3d12: Fix texture loading for fw_fog.ppu.elf vlj 2015-05-28 22:56:41 +02:00
  • 7b571aab70 d3d12: Start supporting dxtc1 format vlj 2015-05-28 22:29:51 +02:00
  • b5a7637b49 d3d12: Implement texture swizzling and untiling vlj 2015-05-28 22:07:54 +02:00
  • 52a68875fc d3d12: Add some other texture case + factorise resource desc code vlj 2015-05-28 21:55:22 +02:00
  • 88d05a08cf d3d12: Use a dummy texture to fill unused slots vlj 2015-05-28 21:19:36 +02:00
  • 79420e52a2 d3d12: Disable depth test if not required vlj 2015-05-28 18:49:50 +02:00
  • f77e2acfbe d3d12: Start supporting mrt vlj 2015-05-28 18:36:57 +02:00
  • c167a1228e d3d12: Revert back to a signel resource storage vlj 2015-05-28 18:05:58 +02:00
  • b81fd13232 d3d12: Fix double release vlj 2015-05-27 00:41:58 +02:00
  • 7a431e85f6 d3d12: Use copy queue to transfer z buffer vlj 2015-05-27 00:27:15 +02:00
  • f618247937 d3d12: Fix format of depth texture vlj 2015-05-27 00:14:22 +02:00
  • b50ab149d6 d3d12: Convert depth buffer on gpu vlj 2015-05-27 00:06:58 +02:00
  • 56853de0ef d3d12: Do not bind depth stencil buffer if depth test is disabled vlj 2015-05-26 23:04:27 +02:00
  • 1228787355 d3d12: DMA depth buffer when semaphore write is asked. vlj 2015-05-26 22:59:08 +02:00
  • b72d435ce8 d3d12: fix stencil reflect again vlj 2015-05-26 19:19:04 +02:00
  • bc25f4d6ad d3d12: Make waiting thread sleeping vlj 2015-05-26 18:57:46 +02:00
  • 9c193e0282 d3d12: Implement semaphore vlj 2015-05-26 18:36:05 +02:00
  • c5a1f8930f d3d12: Another fix for vertex buffer not big enough buffer vlj 2015-05-26 15:58:03 +02:00
  • 233450a7ca d3d12: Fix stencil reflect test vlj 2015-05-26 15:48:35 +02:00
  • 8bd678afc0 d3d12: Fix vertex buffer reconstruction with mismatching stride vlj 2015-05-26 00:28:20 +02:00
  • 8ad1bc1970 d3d12: Fix powerOf2Align vlj 2015-05-26 00:09:57 +02:00
  • 10cc2c080c d3d12: Try to reconstruct packed vertex buffers vlj 2015-05-26 00:05:57 +02:00
  • 2709a3e49a d3d12: Use streaming buffer for index buffer vlj 2015-05-25 19:56:40 +02:00
  • 90e0a89e9b d3d12: Try to use stream function that doesn't pollute cache vlj 2015-05-25 19:49:43 +02:00
  • 8b8385b0a4 d3d12: Reduce heap size vlj 2015-05-25 19:14:05 +02:00
  • a6770813b1 d3d12: Fix var not initialized vlj 2015-05-25 18:50:51 +02:00
  • e9fab57a0e d3d12: Fix indexed quad draw vlj 2015-05-25 18:47:54 +02:00