Commit Graph
760 Commits
Author SHA1 Message Date
Henrik Rydgård 65275c29b7 Share UpdateSamplingParams between D3D11 and Vulkan. Support lod bias in Vulkan. 2017-11-15 14:21:17 +01:00
Henrik Rydgård b958432783 Properly zero samplercache keys before filling them out. 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
Henrik Rydgård d4df0181db More duplicate code removal 2017-11-14 09:20:36 +01:00
Henrik Rydgård 35437e6b62 Kill off more unused duplicate code 2017-11-13 16:50:45 +01:00
Henrik Rydgård 4a09289056 D3D11: Similarly to the last vulkan commit, don't create lots of dupe vertex input layouts 2017-11-13 12:26:52 +01:00
Henrik Rydgård 3e749a94ce Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats.
This can cut down the number of pipelines to a third or less in some
games. However, benefit is likely smaller since Vulkan drivers will
deduplicate shaders inside each vkPipelineCache object.

Helps #10106 while not actually implementing any of the suggestions inside.
2017-11-13 11:22:33 +01:00
Henrik Rydgård 04e313ecba Unify Execute_Bezier and Execute_Spline 2017-11-13 10:45:27 +01:00
Unknown W. Brackets e3b3828b15 TexCache: Check alpha before scaling.
This will be faster when scaling.  We no longer need to wait, since we
only care about full alpha now.
2017-11-12 16:19:28 -08:00
Unknown W. Brackets 9fbcc01afa TexCache: Remove simple 0/1 alpha check.
No practical optimizations have come of this, so it's a waste of time.
Slows down Vulkan too.
2017-11-12 16:17:46 -08:00
Unknown W. Brackets 9cf17d9288 D3D11: Clear input layouts on shader clear.
When we do clear shaders, make sure to also clear input layouts so we
don't have corrupt keys.
2017-11-11 08:11:10 -08:00
Unknown W. Brackets f93ef92960 D3D11: Avoid clearing shaders on load state.
They don't need to be cleared (unlike FBOs), and clearing them requires
clearing even more things.  Fixes #9637.
2017-11-11 08:09:56 -08:00
Henrik Rydgård d618b3673b Count readbacks in a frame and show in GPU debug stats. 2017-11-08 11:57:53 +01:00
Henrik RydgårdandGitHub ea2fc55217 Merge pull request #10056 from hrydgard/remove-multithreading-2
Remove the old style multithreading
2017-11-06 20:37:06 +01:00
Unknown W. Brackets cd6249d080 D3D11: Show FBO-as-texture in GE debugger. 2017-11-05 18:41:24 -08:00
Henrik Rydgård 8c69be9bfa Get rid of GPUCommon's "Internal" functions. 2017-11-05 23:21:52 +01:00
Henrik Rydgård 26e52ca5e8 Get rid of a bunch of sync stuff that's no longer needed. 2017-11-05 23:21:49 +01:00
Unknown W. Brackets 78b5565035 GPU: Properly Release() FBOs.
In case we end up wanting to use those reference counts, let's use the
right API.
2017-11-05 12:45:02 -08:00
Henrik Rydgård 5d0bd85a70 Unify a little bit of depal code. 2017-11-05 10:40:21 +01:00
Henrik Rydgård d670948ad2 Cleanups and fixes around Vulkan stencil upload. thx unknown 2017-11-05 10:14:44 +01:00
Henrik Rydgård 5018e400f2 Remove some code duplication 2017-11-01 14:51:15 +01:00
Henrik Rydgård 330bdb8be8 Add and update some comments. 2017-11-01 08:42:49 +01:00
Henrik Rydgård 65e23bb9f3 Some reorganization. Start implementing framebuffer depal for Vulkan. 2017-10-31 12:34:31 +01:00
Henrik Rydgård 7312576239 More buildfixes, warning fix, memory leak fix 2017-10-26 11:43:22 +02:00
Henrik Rydgård b886efe8f5 Another minor cleanup (DescribeCodePtr) 2017-10-20 11:06:12 +02:00
Henrik Rydgård 4a30aedc53 Unify and move around code to cleanup some debug accessors 2017-10-18 13:10:05 +02:00
Henrik Rydgård d53c88456a Unify GetFramebufferList() (trivial) 2017-10-18 12:49:15 +02:00
Henrik Rydgård 898716cc26 Unify DownloadFramebufferForClut 2017-10-18 12:34:01 +02:00
Henrik Rydgård 981c49615c Unify FlushBeforeCopy. Remove old dummy methods from Vulkan framebuffer manager. 2017-10-18 12:26:02 +02:00
Henrik Rydgård 4e3a9bc3e3 Unify some more framebuffer functions. Leave the GL stuff alone for now due to async. 2017-10-18 11:20:58 +02:00
Henrik Rydgård f2ea0ce472 Unify (well, almost) GetOutputFramebuffer (D3D11/GL) 2017-10-18 10:54:26 +02:00
Henrik Rydgård 214270d192 Unify GetDepthBuffer/GetStencilBuffer in GL/D3D11 2017-10-18 10:54:26 +02:00
Henrik Rydgård f220c74037 Remove comment, add check. 2017-10-16 16:28:27 +02:00
Henrik Rydgård 9b1ee6fce6 Unify GetFramebuffer in GLES and D3D11.
D3D9 is left behind for now, and Vulkan still needs implementation - got a branch with initial work towards that.
2017-10-11 13:39:34 +02:00
Henrik Rydgård 62972cb891 D3D11: Move to CopyFramebufferToSync where easily possible. 2017-10-11 13:34:31 +02:00
Henrik Rydgård 5bbe0eb69a Move GL readback to a Thin3D abstraction 2017-10-10 14:48:58 +02:00
Unknown W. Brackets 72e0a24724 GPU: Reset shader state on shader reset.
Was ending up with lastFSID being -1, but being used.

Seen in gpu/commands/blend test.
2017-09-20 08:37:54 -07:00
Henrik Rydgård 6a1fa728d8 Remove Globals.h 2017-08-31 17:15:22 +02:00
Henrik Rydgård 2f85e6516e Minor optimizations (use the new hashmap in a few more places) 2017-08-20 19:18:46 +02:00
Henrik Rydgård 10cebb4195 32-bit buildfix 2017-08-20 15:33:53 +02:00
Henrik Rydgård e0e13e191f Replace the most critical unordered_maps and maps with two new maps: FastHashMap and PrehashMap. 2017-08-20 11:30:19 +02:00
Henrik RydgårdandGitHub d60bb27cd9 Merge pull request #9906 from hrydgard/fastrunloop-optimize
GPU FastRunLoop optimizations
2017-08-17 16:25:15 +02:00
Henrik Rydgård 5680332343 Minor cleanups 2017-08-17 15:20:21 +02:00
Henrik Rydgård 2c4e5e2303 Fastpath in fastrunloop when diff=0. Remove need for Execute for UV scale/offset. 2017-08-17 15:20:16 +02:00
Henrik Rydgård 71baecabd6 Make FLAG_FLUSHBEFORE a no-op, move flushes into the execution functions.
It would only be necessary if we needed the previous value, which we
don't do in any of these.
2017-08-17 15:20:10 +02:00
Henrik Rydgård 5e788ffadf Implement vertex caching for Vulkan. 2017-08-17 11:22:45 +02:00
Henrik Rydgård 50d771961b Vulkan: More minor optimization (avoid pipeline cache lookups when possible) 2017-08-15 16:01:50 +02:00
Henrik Rydgård 983bb3bd0f Can't dirty VERTEXSHADER_STATE before the flush in Execute_VertexTypeSkinning, causes obscure bugs when software skinning is enabled 2017-08-15 14:27:54 +02:00
Henrik Rydgård 4e7099bf47 Vulkan: Fix some more state dirtying issues. 2017-08-15 10:51:44 +02:00
Henrik Rydgård 5a65334646 Use dirty-flags more in Vulkan state setting 2017-08-14 15:14:46 +02:00