Commit Graph
1581 Commits
Author SHA1 Message Date
Henrik Rydgård 737688a22a Annotate calls to RebindFramebuffer with their cause. 2020-06-02 09:51:38 +02:00
Henrik Rydgård f4dcbe9d28 Vulkan DrawEngine: Move the renderstep changed check until after the last place where it can change. 2020-06-02 09:50:20 +02:00
Unknown W. Brackets 40a0525aea Vulkan: Ensure depth/stencil load match on Mali. 2020-05-25 12:14:03 -07:00
Henrik Rydgård bebf649705 OpenGL/Vulkan: Rework the contract around dynamic state. Removes some ugly dirtying from the GL render manager. 2020-05-24 20:27:58 +02:00
Henrik Rydgård cba0d16583 Vulkan: After binding a new framebuffer, we always need to dirty the viewport/scissor state.
So that viewport and scissor commands get written to the new render pass.

Temporary solution until I can figure out how to abstract this away
in the RenderManager without losing perf.
2020-05-24 17:59:52 +02:00
Unknown W. Brackets ea1f0a1195 Vulkan: Match safe size behavior on all backends.
Before, we would not mark a safe size for some Vulkan clears where depth
was not cleared, deviating from other backends.  We also never detected
that on PowerVR.  This makes things more consistent.
2020-05-23 00:25:39 -07:00
Henrik Rydgård 4aec10d04f Correct an issue where reformat didn't work if no renderpass was active due to the use of clear.
Also instantly convert to a clear when binding the framebuffer in cases
when we know it's the optimal thing. The QueueRunner would have later merged
anyway hopefully, but I like the simplicity of this.
2020-05-21 12:01:15 +02:00
Henrik Rydgård fabe987c8f Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step"). 2020-05-21 11:24:05 +02:00
Unknown W. Brackets 86bbb447d3 Vulkan: Avoid stencilAction != depthAction.
This is the only place we do it, and apparently there can be bugs on some
drivers when you do that.  Let's not.
2020-05-19 22:14:47 -07:00
Unknown W. Brackets 8d900bb432 Vulkan: Check driver version for Adreno 5xx bug.
It's now fixed at least as of this version (possibly earlier.)
2020-05-19 22:13:15 -07:00
Unknown W. Brackets 2e05d22eb7 Vulkan: Move Harvest Moon fix to Draw::Bugs.
Also, make it so you can skip using ini settings.
2020-05-19 22:12:30 -07:00
Henrik Rydgård 3a5e07ad4f Vulkan: Stencil initialization: Use the adreno path for Mali as well.
Appears to fix the Star Ocean issue and maybe more reported in #12890.

Strange though...
2020-05-19 23:29:33 +02:00
Henrik RydgårdandGitHub f1b9943947 Merge pull request #12930 from unknownbrackets/gpu-stencil
GPU: Avoid unnecessary clear on stencil upload
2020-05-19 09:05:58 +02:00
Unknown W. Brackets 966ac4458a Vulkan: Fix leak and remove extra allocator.
The leak was because we restored immediately after initializing, and
therefore leaked several pipelines.

This allocator isn't used right now, so just using up memory.
2020-05-18 23:07:44 -07:00
Unknown W. Brackets 4ef4325fdb GPU: Avoid unnecessary clear on stencil upload.
In this common case, we've typically just bound the buffer to upload a
texture to it.  No need to start a new render pass.

This dodges #12927 but doesn't really fix the underlying issue.
2020-05-18 21:36:06 -07:00
Henrik Rydgård 1e6cd11d4e Vulkan: Switch the framebuffer-rebind-to-clear on reformat to, well, a normal clear instead.
Who knows, might be related to #12927 (but in that case we also have more problems).
2020-05-18 22:01:56 +02:00
Unknown W. Brackets 32a7e7345e GPU: Centralize framebuffer download.
And try not to use a potentially-null nvfb.  Primarily this can happen on
Direct3D backends.
2020-05-17 10:59:33 -07:00
Unknown W. Brackets 7024a2877d GPU: Take A off RGB565 conversion funcs. 2020-05-13 18:17:58 -07:00
Unknown W. Brackets 22e46b51c2 GPU: Centralize DestroyAllFBOs().
This cleans up the postshader update code.
2020-05-13 18:15:04 -07:00
Unknown W. Brackets 2faab0e082 GPU: Use postshader for direct VRAM draws again.
Also centralize the pixel texture code while at it.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets 762b656ea2 GPU: Use a texture directly for MakePixelTexture.
This makes it easier to do things with it.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets fa6544b737 GPU: Cleanup leftover postshader stuff. 2020-05-13 18:10:09 -07:00
Unknown W. Brackets cb94487a16 GPU: Move post shader handling to new class.
Currently, Vulkan is not working properly and direct (RAM -> output) is
not hooked up.  But in general, it works.
2020-05-13 18:10:06 -07:00
Unknown W. Brackets d39b0bdca2 GPU: Split FramebufferCommon into two classes.
Only some things moved over so far.

FramebufferCommon does too much, we want to share it with softgpu without
all the buffer management stuff.
2020-05-13 18:07:22 -07:00
Unknown W. Brackets ef43ec5f33 GPU: Split up software transform into phases. 2020-05-08 23:09:24 -07:00
Henrik Rydgård f9f568d266 Vulkan: Framebuffer manager: Use an allocator for "MakePixelTexture" images.
Fixes #12355 (or at a minimum, will improve it).
2020-05-06 22:24:10 +02:00
Henrik Rydgård 5508bfb596 Vulkan: Discard negative width/height framebuffer blits. Will likely help #12531. 2020-04-26 12:44:11 +02:00
Unknown W. Brackets ac60e2ecd4 GPU: Track HW tess at start of frame too.
This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
2020-04-04 11:52:32 -07:00
Unknown W. Brackets c42fb72419 GPU: Update uniforms w/ consistent render mode too. 2020-04-04 11:03:07 -07:00
Unknown W. Brackets ad98609819 GPU: Use consistent buffered rendering state.
The setting can be changed in Qt and Windows between frames, so let's
track the current setting in most places.  This is everywhere fbman is
easily accessible.
2020-04-04 10:51:47 -07:00
Henrik Rydgård 21eaef04fc Vulkan: Pick shaders after calling ConvertStateToVulkanKey because it may end up disabling shader blending
(due to too many copies, see DrawEngineCommon::ApplyShaderBlending).

(So much state leaking all over the place ... I want to redesign the
whole thing).

Typo fix in comment
2020-03-29 15:02:40 +02:00
Unknown W. Brackets 4a0109d273 GPU: Treat negative light exp same as 0.
Based on #12507 and some tests, seems like negative exponents are also
fixed to a 1.0f result.
2020-03-22 22:28:05 -07:00
Henrik Rydgård 2eaa1db046 Vulkan: Track down another one of those minor resource leaks.
Also no need to zero, queue for delete does it already.
2020-03-09 00:48:00 +01:00
Unknown W. Brackets ac909d2192 Vulkan: Ensure scaling happens in cached RAM.
There's a non-trivial performance impact to using uncached coherent
memory, which is usually what we get for the push buffer.
2020-03-08 12:02:46 -07:00
Unknown W. Brackets 051a84e9bd GPU: Restart when changing inflight frames setting.
We need to keep the push and pull in step, so changing at runtime is
messy.
2020-03-02 19:21:15 -08:00
Henrik RydgårdandGitHub fa8968f5c6 Merge pull request #12660 from unknownbrackets/frame-latency
GPU: Add setting to control inflight frame usage
2020-03-02 00:16:48 +01:00
Henrik RydgårdandGitHub c363c16af9 Merge pull request #12665 from unknownbrackets/frameskip
GPU: Use old frame when presenting a skip
2020-03-01 23:35:01 +01:00
Unknown W. Brackets cebcfb1bbd GPU: Use old frame when presenting a skip.
If we flip using a skipped frame, we may show an even older frame causing
weird flickering.
2020-03-01 13:55:28 -08:00
Henrik Rydgård 63f06cdd91 Address some feedback, thanks unknown 2020-03-01 18:41:09 +01:00
Unknown W. Brackets 98df4bbec3 GPU: Allow choosing number of inflight frames. 2020-03-01 08:53:46 -08:00
Unknown W. Brackets a91e206926 GPU: Add setting to control inflight frame usage. 2020-03-01 06:21:27 -08:00
Henrik Rydgård 25dcf8dd8d Warning fixes 2020-03-01 14:15:10 +01:00
Henrik Rydgård 0da04f3694 Vulkan: Support devices that don't properly support 16-bit texture (like MoltenVK).
Fixes #12615.

Will make finishing #10654 worthwhile.
2020-03-01 14:07:13 +01:00
Henrik RydgårdandGitHub 2ec82951a0 Merge pull request #12659 from unknownbrackets/vsync
Support vsync in all hardware backends, support runtime update
2020-03-01 09:52:14 +01:00
Unknown W. Brackets 3c1e8abcfe GPU: Centralize vsync interval logic.
We already do unthrottle checking here.
2020-02-29 22:27:00 -08:00
Henrik Rydgård 974095ac10 Log shader contents to VERBOSE instead of DEBUG. 2020-02-29 10:46:04 +01:00
Unknown W. Brackets 5009698cc0 Core: Use a shared_ptr for i18n categories.
This does not make them thread safe, but it reduces the chances of a crash
a bit (see #12594.)
2020-02-09 07:35:16 -08:00
Henrik Rydgård 92a1395cd0 Apply viewport before SoftwareTransform so flipping can be checked 2020-01-26 15:30:20 +01:00
Henrik Rydgård 714205d699 Vulkan: Enable renderpass merging for all games (was introduced in 1.9 for GoW games). A number of other games can also benefit. 2019-11-30 22:44:59 +01:00
Henrik Rydgård 767b1e45b2 Fix the build - there's a Vec3 name collision, fixed it using a namespace. 2019-10-22 22:58:10 +02:00