Commit Graph
2271 Commits
Author SHA1 Message Date
Unknown W. Brackets fd245f2863 Common: Correct shm_open() call.
Don't remember what happened here,
this was meant to be shm_open().
2021-12-03 14:30:32 -08:00
Unknown W. Brackets 212669d2bc Vulkan: Cleanup pipeline var shadowing. 2021-12-02 17:57:40 -08:00
Henrik Rydgård cfe2716d49 Merge pull request #15178 from unknownbrackets/threads-atomic
Tweaks to thread manager enqueue and shutdown
2021-11-30 09:26:13 +01:00
Unknown W. Brackets 12b790bb81 ThreadManager: Protect against teardown hang/leak.
Make sure we lock during canceled checks/updates, and also try to free
tasks queued on threads that didn't end up running.
2021-11-27 08:57:19 -08:00
Unknown W. Brackets de9a4dcede ThreadManager: Lock notify on global queue add.
Otherwise, it's possible the chosen thread might not wake up, and then it
may wait for another task to be enqueued - potentially causing a hang.
2021-11-27 08:57:19 -08:00
Unknown W. Brackets d15af6e9d9 ThreadManager: Use atomic task optimistically.
This makes EnqueueTaskOnThread take priority as well.
Gives about 1% improvement in softgpu, reducing overhead a bit.
2021-11-27 08:07:12 -08:00
Unknown W. Brackets 3f3e0ea8cf softjit: Optimize typical alpha/depth test.
Messed with SSE4 then realized there's no point, just use SHR.
2021-11-26 08:21:14 -08:00
Henrik Rydgård f991f6a789 Remove the old allocator visualizer. Keep the setting but hide it. Other feedback 2021-11-23 08:55:12 +01:00
Henrik Rydgård 2cbadefb29 Fix bugs in deletion. Delete redundant functions. 2021-11-22 19:02:08 +01:00
Henrik Rydgård a7591d7826 Switch framebuffers to use VMA for allocation as well 2021-11-22 18:54:09 +01:00
Henrik Rydgård 8d5247ddf3 Convert the PushBuffer to use VMA. 2021-11-22 18:54:09 +01:00
Henrik Rydgård 0cbb7ab027 Change the PushBuffer API a bit to not take explicit memory types. 2021-11-22 18:54:09 +01:00
Henrik Rydgård c2f594cc73 Remove the VulkanDeviceAllocator 2021-11-22 18:54:09 +01:00
Henrik Rydgård 1b1e585a35 More integration, use VMA in VulkanTexture 2021-11-22 18:54:09 +01:00
Henrik Rydgård 8f9ce03a8d Start integrating VMA 2021-11-22 18:54:08 +01:00
Henrik Rydgård 81fba1f4a4 Minor refactor 2021-11-21 22:08:53 +01:00
Henrik Rydgård 29f54befbd Comment improvement, restore accidental deletion 2021-11-21 21:34:05 +01:00
Henrik Rydgård dda425b068 Vulkan: Add a single background thread for pipeline creation
Add proper waits for compile-done

Don't rely on non-standard struct initialization of classes

Attempt to drain the pipeline compile queue before destroying the PipelineManager.

Vulkan: Bump the cache version for testing
2021-11-21 18:36:00 +01:00
Henrik Rydgård 62f4875e24 VulkanRenderManager: Add deferred pipeline creation (to get it off the CPU thread) 2021-11-21 18:36:00 +01:00
Henrik Rydgård 4f85b8b2ef Threading: Remove a level of indirection from Promise and Mailbox.
Makes using small copyable or POD objects in these more efficient, and if you want
to you can just put a pointer or smart pointer in there, which will
effectively do the same thing as the old setup.
2021-11-20 22:40:10 +01:00
Unknown W. Brackets e21f2b8fcf Common: UWP buildfix.
Just use SetThreadDescription() directly, assuming new enough Windows.
2021-11-13 09:40:07 -08:00
Henrik Rydgård 9f1c9b9963 Buildfix 2021-11-13 18:12:09 +01:00
Henrik Rydgård 6e1455fd55 Use the "new" API SetThreadDescription to set thread names on Windows.
Mainly useful in debugging and profiling tools. Using the new function helps
modern debugging/profiling tools like Superluminal which don't support the
old exception method.

(Is there any old tool left that might be a reason we'd want to do both?)
2021-11-13 18:02:36 +01:00
Henrik Rydgård 4161b500ab Merge pull request #15021 from unknownbrackets/ui-font-atlas
UI: Support a second texture for just fonts
2021-11-09 22:51:09 +01:00
Henrik Rydgård 281ddc2437 Speed up the 4xBRZ upscaler with 16x and the MMPX one with 4x by not doing redundant work 2021-11-07 15:47:05 +01:00
Unknown W. Brackets 60bd25582c Vulkan: Remove wide line handling.
No longer used, since we convert lines to triangles now.
2021-10-31 14:47:21 -07:00
Unknown W. Brackets 2718e81c0e GPU: Expand lines to triangles. 2021-10-31 14:46:46 -07:00
Unknown W. Brackets 1d76e55f84 Vulkan: Disable large points feature.
No longer used.
2021-10-31 13:07:03 -07:00
Unknown W. Brackets b3a8e013f6 GPU: Expand points into triangles for higher res. 2021-10-31 13:06:06 -07:00
Henrik Rydgård 3245f54dc1 Optimize the rotation a bit (limit to VK/D3D11, mat2 instead of mat4) 2021-10-31 13:44:54 +01:00
Unknown W. Brackets 09daace8b8 GLES: Skip assert if no buffer. 2021-10-25 06:27:45 -07:00
Unknown W. Brackets d5dac66c7a Path: Avoid adding a double slash from root. 2021-10-20 13:01:16 -07:00
Unknown W. Brackets 8e15f755e6 UI: Add a sysprop for if the device has a keyboard.
Still left some ifdefs because of System_InputBoxGetString(), but
hopefully we can move away from them.  Some devices (like SDL) may only
optionally have a keyboard, so it's a runtime check.
2021-10-19 10:01:52 -07:00
Unknown W. Brackets 49c64e12d1 UI: Add a way to disable tabs in tab strips. 2021-10-19 10:01:52 -07:00
Unknown W. Brackets eb81d5b30b UI: Support a second texture for just fonts.
Will still allow using fonts between both.
2021-10-19 10:01:17 -07:00
Henrik Rydgård 593241b50f Merge pull request #14996 from hrydgard/vulkan-best-practices
Vulkan "best practices" fixes
2021-10-19 17:57:39 +02:00
Henrik Rydgård 16bf5197e4 Merge pull request #14833 from unknownbrackets/guardband
Handle guardband clip/cull better for hardware backends
2021-10-19 12:00:01 +02:00
Unknown W. Brackets 275baccc5b GLES: Support GL_APPLE_clip_distance too.
Seems modern Apple mobile chips only support clip.
2021-10-12 20:34:44 -07:00
Unknown W. Brackets 7b00c4a572 GPU: Move Z/W equal hack to bugs from supports.
It's really a bug (might even ideally cap the version?), and we already
have other bugs handled the same way.
2021-10-12 20:34:44 -07:00
Unknown W. Brackets 5e6f54033e GPU: Split clip and cull caps.
GL_ARB_cull_distance is needed, sometimes available on older GL.
2021-10-12 20:34:43 -07:00
Unknown W. Brackets 1c7cd67f6d iOS: Buildfix bad GLES headers. 2021-10-12 20:34:43 -07:00
Unknown W. Brackets 1e66a66ed7 D3D11: Correct clearing samplers. 2021-10-12 20:34:43 -07:00
Unknown W. Brackets d2ff66a660 UI: Clear textures on Begin.
On GLES, saw a texture bound to slot 1 when UI started to draw after an
emu frame, which caused a crash because there was no sampler.  Let's just
explicitly flush.
2021-10-12 20:34:43 -07:00
Unknown W. Brackets 7d00b6ca90 GLES: Enable/disable clip distance 0. 2021-10-12 20:34:42 -07:00
Unknown W. Brackets 046a5c548b GLES: Check clip/cull distance support.
Pretty limited on GLES3+.  Also D3D11.
Seems like doing it on D3D9 might be a bit tricky.
2021-10-12 20:34:42 -07:00
Unknown W. Brackets 273b9a3dc1 Vulkan: Add negative Z clipping. 2021-10-12 20:34:42 -07:00
Unknown W. Brackets 9fdf0e1071 Common: Remove MakeUnique.h.
No longer used.
2021-10-12 20:33:07 -07:00
Henrik Rydgård e6857388c7 Add input device debug info to touchscreen test screen
(yeah maybe there's a better place but it's fine).

Also make a slight tweak to the detection order which I don't think
matters much.
2021-10-10 11:50:20 +02:00
Henrik Rydgård 59b2604c14 Consistent sampler modes in UI to make Mali happy 2021-10-08 22:20:57 +02:00
Henrik Rydgård d7ac6aa63d Fix an assortment of minor VK barrier bugs in mostly texture upload 2021-10-08 21:58:03 +02:00