Commit Graph
22993 Commits
Author SHA1 Message Date
LunaMoo 2c27b3b56b Fix texture conversion. 2017-11-14 02:35:14 +01:00
Henrik Rydgård a0f1276a5c Vulkan: Use optimal alignment for texture uploads. May help stutter in #10105 ? 2017-11-13 17:18:12 +01:00
Henrik Rydgård 35437e6b62 Kill off more unused duplicate code 2017-11-13 16:50:45 +01:00
Henrik Rydgård 230f72a110 Oops 2017-11-13 16:38:35 +01:00
Henrik Rydgård 2261029536 Delete unused duplicate functions 2017-11-13 15:57:59 +01:00
Henrik Rydgård 8bfdf7b1b2 Fix annoying little flicker when starting a game. 2017-11-13 15:45:31 +01:00
Henrik Rydgård 4788221251 Vulkan shader view (debug): Add a simple textural representation (incomplete) of pipelines 2017-11-13 15:27:06 +01:00
Henrik Rydgård 5c7f7c1df6 Vulkan: Make sure to clear the pipeline key to avoid padding bytes causing us to allocate duplicate pipelines.
Also pack the struct better.
2017-11-13 15:20:11 +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 43ae868562 Merge pull request #10116 from hrydgard/vulkan-pipeline-dedupe
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.
2017-11-13 12:23:41 +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 d02bb59dd7 Merge pull request #10115 from hrydgard/unify-spline-bezier
Unify Execute_Spline and Execute_Bezier
2017-11-13 11:21:38 +01:00
Henrik Rydgård 0f10014219 DevScreens: In shader viewer tabs, show the number of each shader type. 2017-11-13 11:13:55 +01:00
Henrik Rydgård fb60a3e7ea Merge pull request #10114 from LunaMoo/minor_ocd
Nitpicking! Correct minor version for non Nvidia.
2017-11-13 10:47:05 +01:00
Henrik Rydgård 04e313ecba Unify Execute_Bezier and Execute_Spline 2017-11-13 10:45:27 +01:00
Henrik Rydgård 14e9c9da80 Minor cleanup, fix a comment. 2017-11-13 10:35:31 +01:00
Henrik Rydgård 6e20721587 Vulkan: Minor validation error fix 2017-11-13 10:22:30 +01:00
LunaMoo a84a336787 Nitpicking! Correct minor version for non Nvidia. 2017-11-13 10:21:40 +01:00
Henrik Rydgård d97ee99203 Win32: Add (debug) to window title in debug builds 2017-11-13 10:09:57 +01:00
Henrik Rydgård c3c4ec4cc9 Merge pull request #10111 from unknownbrackets/vulkan-minor
Vulkan: Cut down on asserts during init
2017-11-13 09:50:30 +01:00
Henrik Rydgård a1b3a4384c Merge pull request #10108 from unknownbrackets/vulkan-scaling
Remove texture checks for simple alpha
2017-11-13 09:50:16 +01:00
Henrik Rydgård 68c7b7dfec Fix driver version display on Vulkan. Enable dualsrc blend on newer AMD drivers. Fixes #10109 2017-11-13 09:44:35 +01:00
Unknown W. Brackets d99685cd96 SoftGPU: Oops, fix silly typo. 2017-11-12 23:07:37 -08:00
Unknown W. Brackets d2d5b8ee4e Vulkan: Remove experimental warning. 2017-11-12 21:57:01 -08:00
Unknown W. Brackets b1554ef061 Vulkan: Cut down on asserts during init.
In case something is horribly wrong, or our desired settings aren't
compatible, let's try to stumble our way out.

More things can fail, but the goal is to detect failure or at least be
able to render UI settings to swap out of Vulkan.
2017-11-12 21:56:55 -08:00
Unknown W. Brackets 65e71f57c7 TexCache: Add NEON alpha checks for Vulkan. 2017-11-12 16:45:05 -08:00
Unknown W. Brackets f087b87b0c TexCache: Simplify CheckAlpha funcs and SIMD.
Only check for full alpha now, which is simpler.
2017-11-12 16:41:19 -08:00
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 fb65c7b87b Vulkan: Avoid checking texture alpha after scale.
Since we're decoding to mapped memory, we don't want to read from it if
possible, especially not a large amount of data like an upscaled texture.
2017-11-12 15:53:59 -08:00
Henrik Rydgård 3dd08b84fe Fix bug where readback buffers would be created too small sometimes. Should help #10098 2017-11-12 21:14:53 +01:00
Unknown W. Brackets d4c345c870 Vulkan: Tweak stencil value from clears.
Both changes fix graphical artifacts in Final Fantasy 4.
2017-11-12 10:51:32 -08:00
Henrik Rydgård 232e30f4db Vulkan: When deriving stencilref from color, don't forget to update the value.
Plus minor cleanups.
2017-11-12 19:33:21 +01:00
Unknown W. Brackets ac78b908d3 UI: Typo fix. 2017-11-12 09:34:22 -08:00
Henrik Rydgård 190f363be1 Merge pull request #10096 from hrydgard/vulkan-postproc
Vulkan: Implement post-processing.
2017-11-12 17:17:27 +01:00
Henrik Rydgård b8dc4d1fb8 Buildfixes for Android 2017-11-12 16:55:36 +01:00
Henrik Rydgård 93e148fed6 Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P
Bit hacky but works.
2017-11-12 16:12:26 +01:00
Henrik Rydgård 406ef92a74 Merge pull request #10094 from hrydgard/hwtess-perf
Vulkan: Speed up and simplify hardware tesselation by using shader storage buffers
2017-11-12 14:30:28 +01:00
Henrik Rydgård 4346a54eb7 Vulkan: Speed up and simplify hardware tesselation by using storage buffers. 2017-11-12 13:55:42 +01:00
Henrik Rydgård c05fe8382a hwtess: Shrink Vulkan UV textures 2017-11-12 11:04:17 +01:00
Henrik Rydgård da09e10aa3 Make the interface to hw tess slightly more flexible. 2017-11-12 11:04:13 +01:00
Henrik Rydgård ebac0143e0 Vulkan: Use a device allocator for tesselation data textures. Add comment about better solutions. 2017-11-12 10:28:55 +01:00
Henrik Rydgård 525cb40f84 Vulkan: Support wide lines if available on the GPU. 2017-11-12 10:17:49 +01:00
Henrik Rydgård afa5b23abb Vulkan readback: Resize the readback buffer dynamically as necessary. 2017-11-12 09:54:30 +01:00
Henrik Rydgård 98191f0f29 Merge pull request #10093 from unknownbrackets/softgpu
Speed up software clears, softgpu crash fix
2017-11-12 08:11:53 +01:00
Unknown W. Brackets ed34cf06b8 SoftGPU: Add a clear mode fast path.
This skips a lot of extra work for clears, which are pretty common.
2017-11-11 21:04:32 -08:00
Unknown W. Brackets 2b194d30bf Debugger: Prevent clear while stepping.
So it's easier to see what's going on.
2017-11-11 18:31:13 -08:00
Unknown W. Brackets 176283c3f1 SoftGPU: Thread by width for wide polygons.
This improves performance a little in some areas.
2017-11-11 18:16:55 -08:00
Unknown W. Brackets ffbdb15975 SoftGPU: Fix crash when stride is 0.
This happens in Star Ocean 1.
2017-11-11 17:45:47 -08:00
Henrik Rydgård 4f001901e2 Merge pull request #10092 from hrydgard/vulkan-hwtess-fixes
Vulkan hardware tesselation fixes
2017-11-11 21:53:13 +01:00