| Age | Commit message (Collapse) | Author |
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* Use DeviceState for compute and i2m
* Migrate 2D class, more comments
* Migrate DMA copy engine
* Remove now unused code
* Replace GpuState by GpuAccessorState on GpuAcessor, since compute no longer has a GpuState
* More comments
* Add logging (disabled)
* Add back i2m on 3D engine
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* Make GPU memory manager a member of GPU channel
* Move physical memory instance to the memory manager, and the caches to the physical memory
* PR feedback
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* Ground work for separate GPU channels
* Rename TextureManager to TextureCache
* Decouple texture bindings management from the texture cache
* Rename BufferManager to BufferCache
* Decouple buffer bindings management from the buffer cache
* More comments and proper disposal
* PR feedback
* Force host state update on channel switch
* Typo
* PR feedback
* Missing using
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* Use a different method for out of bounds blit
* This is not needed
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* Allow copy destination to have a different scale from source
Will result in more scaled copy destinations, but allows scaling in some games that copy textures to the output framebuffer.
* Support copying multiple levels/layers
Uses glFramebufferTextureLayer to copy multiple layers, copies levels individually (and scales the regions).
Remove CopyArrayScaled, since the backend copy handles it now.
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* Size hints for copy regions and viewport dimensions to avoid data loss
* Reword comment.
* Use info for the rule rather than calculating aligned size.
* Reorder min/max, remove spaces
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(#1482)
* Texture Compatibility Check methods need to be centralized #1475
* Fix spacing
* Fix spacing
* Undo removal of .ToString()
* Move isPerfectMatch back to Texture.cs
Rename parameters in TextureCompatibility.cs for consistency
* Add switch from 1474 to TextureCompatibility as requested by mageven.
* Actually add TextureCompatibility changes to the PR (Add DeriveDepthFormat method)
* Alignment corrections + Derive method signature adjustment.
* Removed empty line as erquested
* Remove empty lines
* Remove blank lines, fix alignment
* Fix alignment
* Remove emtpy line
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* Add missing depth-color conversions in CopyTexture
* Whitespace
* switch expression
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* Initial implementation of Render Target Scaling
Works with most games I have. No GUI option right now, it is hardcoded.
Missing handling for texelFetch operation.
* Realtime Configuration, refactoring.
* texelFetch scaling on fragment shader (WIP)
* Improve Shader-Side changes.
* Fix potential crash when no color/depth bound
* Workaround random uses of textures in compute.
This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything.
* Fix scales oscillating when changing between non-native scales.
* Scaled textures on compute, cleanup, lazier uniform update.
* Cleanup.
* Fix stupidity
* Address Thog Feedback.
* Cover most of GDK's feedback (two comments remain)
* Fix bad rename
* Move IsDepthStencil to FormatExtensions, add docs.
* Fix default config, square texture detection.
* Three final fixes:
- Nearest copy when texture is integer format.
- Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error)
- Discount small textures.
* Remove scale threshold.
Not needed right now - we'll see if we run into problems.
* All CPU modification blacklists scale.
* Fix comment.
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* Only enumarate cached textures that are modified when flushing, rather than all of them.
* Remove locking.
* Add missing clear.
* Remove texture from modified list when data is disposed.
In case the game does not call either flush method at any point.
* Add ReferenceEqualityComparer from jD for the HashSet
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tracking, other fixes
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