Commit Graph
203 Commits
Author SHA1 Message Date
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 e723594133 Vulkan: Fix shutdown crash accidentally caused by #12324 2019-09-17 14:47:38 +02:00
Henrik Rydgård 70ec327b40 Vulkan: Slim down and rename the Mali hack. 2019-09-09 00:43:31 +02:00
Henrik Rydgård 0462c01228 Workaround ARM Mali depth hardware bug. Fixes #11937
When triangles coincide with the Z=1 plane in specific ways, triggered
by Burnout Legends' sky for example, the depth buffer gets corrupted.

This is worked around here by slightly rescaling Z. This type of
workaround is recommended by ARM driver engineers.

Ugly but what can you do when the hardware is bugged. I've done quick
tests on a number of games with no issues.
2019-09-08 23:44:26 +02:00
Henrik Rydgård 025a9f4dae Improve Mali driver version detection 2019-09-04 21:46:07 +02:00
Henrik Rydgård 93412aff3b Vulkan: Automatically merge render passes to the same target when possible.
Should speed things up a bit on mobile in some games that do stupid
things like GoW. Currently only enabled in GoW, but plan to enable this
globally as it should be quite cheap when nothing is detected.
2019-08-21 20:32:23 +02:00
Henrik Rydgård 653afeb7ab Vulkan: Implement basic integrated GPU profiling.
Currently simply measures the total GPU time of the frame. Will later be
extended to get the execution time of individual render passes.
2019-08-21 00:03:00 +02:00
Henrik Rydgård 3916f8d7b6 Add a little reminder to self with a link to an interesting article. 2019-07-23 17:45:52 +02:00
Henrik Rydgård 06b04f65a0 Vulkan: Narrow down buffer usage flags a little bit. 2019-03-14 12:41:39 +01:00
Henrik Rydgård 8e7da3fef4 Disable vertex range culling when the depthrange hack is enabled. Temporary workaround for #11576. 2019-02-26 16:07:11 +01:00
Henrik Rydgård 593c3139bd Ignore DisableAccurateDepth on Adreno as well. Fixes #11557 2019-02-26 15:21:21 +01:00
Henrik Rydgard 8e1a5ef3d6 Minor refactor of physical device property/feature detection, to allow for more extension use. 2019-02-05 18:07:17 +01:00
Henrik Rydgard 992cea1082 Load a function from VK_EXT_external_memory_host 2019-01-31 13:53:27 +01:00
Unknown W. Brackets 9a3de5cb1c GPU: Move dual source blending bug check to Draw.
This also allows the ini setting to avoid it on Intel.
2018-12-23 14:11:57 -08:00
Unknown W. Brackets 1f594f3fb5 GPU: Track draw in shader manager.
With device restore etc. everywhere.
2018-12-23 12:55:37 -08:00
Henrik Rydgård d82ec339ee Remove the DisableShaderCache setting, rename the other 2018-12-15 10:44:05 +01:00
Henrik Rydgård 25b2ba013b VK: Add INI options to disable some vendor checks, and to disable the shader cache. 2018-12-11 00:36:15 +01:00
Unknown W. Brackets 40ca49d0e3 GPU: Cancel shader preload on shutdown/lost.
Otherwise, we could've ended up with shaders loading after or during the
lost event, and dense hash map corruption.
2018-10-30 20:32:12 -07:00
Unknown W. Brackets 6130eb34be Vulkan: Wait for GPU ready on shutdown.
In case it's still busy preloading shaders.
2018-10-30 19:13:22 -07:00
Henrik Rydgård fa40bcff8d Disable triangle range culling on D3D9 on Intel. Should fix #11477 2018-10-21 09:36:15 +02:00
Henrik Rydgård 6fd1c0e3d9 Instead of the last commit, don't enable the dual src extension at all on Adreno.
This reverts commit eba6c00a8a.
2018-10-07 12:19:11 +02:00
Henrik Rydgård eba6c00a8a Experimental commit trying to solve #10421: Blacklist dual src blending on Adreno/Vulkan 2018-10-06 22:57:23 +02:00
Unknown W. Brackets cd0662c065 GPU: Cleanup outdated flushbefore code.
Backends didn't match.
2018-09-20 20:36:41 -07:00
Unknown W. Brackets a4c0640f01 GE Debugger: Factor out host calls some.
Moving more of this to cross platform for the web debugger.
2018-09-01 08:32:03 -07:00
Henrik Rydgård b037efdb55 If there are multiple Vulkan devices, show a setting to allow the user to choose. 2018-06-06 10:20:12 +02:00
Unknown W. Brackets 3f3dd6b3bb Vulkan: Fix shutdown crash when device lost called.
Fixes #10917.
2018-04-14 13:14:20 -07:00
Henrik Rydgård 0ac6cea34d Add a queue processing hack for Sonic Rivals too. Now it's fast. 2018-04-13 18:05:04 +02:00
Henrik Rydgård 413a204138 Vulkan: Semi-gross hack that massively improves the perf of MGS2:Acid. 2018-04-13 17:32:56 +02:00
Henrik Rydgård 36fd2711d6 Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
2018-04-10 12:22:41 +02:00
Henrik Rydgård 2cd8bd9bc3 Fixes to in-game GPU shutdown/switching. Fixes #10860 2018-04-05 20:26:29 +02:00
Henrik Rydgård 170b600835 Oops, fix mistake in #10834 2018-03-29 16:21:58 +02:00
Henrik Rydgård d160292f54 Include renderpass definition in Vulkan shader cache entries, should make it more effective again. 2018-03-29 14:36:04 +02:00
Unknown W. Brackets 7ae4a9e977 Vulkan: Load shaders/pipelines on thread.
In case it's slow when not reading raw cache data.
2018-03-17 07:42:07 -07:00
Henrik Rydgård 614cabb115 Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs.
The raw pipeline cache got pretty large. Instead, store IDs like GL.

There's still a disabled option to store the pipeline cache objects.
2018-03-16 21:03:03 +01:00
Henrik Rydgård 40db61a680 Remove further remains of hardware skinning. Fixes #10661 2018-03-05 00:03:47 +01:00
Henrik Rydgård 64ec46e705 Unify FramebufferDirty()/FramebufferReallyDirty() for the hw backends 2018-02-26 11:58:17 +01:00
Henrik Rydgård 78467d6092 Unify FastRunLoop for the hardware backends. 2018-02-26 11:52:16 +01:00
Henrik Rydgård 6a2f45c2e1 Unify UpdateCmdInfo 2018-02-26 11:48:56 +01:00
Henrik Rydgård 8cef1f0f8d GPU: Unify command table (cmdInfo_) 2018-02-26 11:44:02 +01:00
Henrik Rydgård 967018b7f8 Unify Execute_LoadClut 2018-02-26 11:32:02 +01:00
Henrik Rydgård c7f8f4c5ca Unify Execute_Prim 2018-02-26 11:22:27 +01:00
Henrik Rydgård 2dda2bfa78 Dual source blend: Remove bad #ifdef that killed dual src code on Android... oops. Re-enable on nVidia Shield TV/Tablet. Fixes #10136 properly. 2017-12-30 00:53:24 +01:00
Unknown W. Brackets 0151c5e649 GPU: Track stats on uploads.
A lot can lead to slowdown, so it's useful when logging frame drops.
2017-12-28 19:27:45 -08:00
Henrik RydgårdandGitHub ea50561c80 Merge pull request #10454 from unknownbrackets/gpu-minor
Vulkan: Use depth clamping, where available
2017-12-27 11:11:18 +01:00
Unknown W. Brackets f9750dd137 Display: Avoid limiting FPS without a clear.
A bit of a dirty heuristic to avoid the slowdown in #8538.
2017-12-26 19:37:40 -08:00
Unknown W. Brackets b94ca6e75e Vulkan: Use depth clamping, where available.
This fixes, for example, Shadow of Destiny, even without the hack.
2017-12-26 16:54:39 -08:00
Henrik Rydgård be1806e6cf Another driver version check change, should help Galaxy A5 2017 on issue #10361 2017-12-10 19:35:47 +01:00
Henrik Rydgård 2b1f8d36f1 Force AccurateDepth on, on older Mali drivers which don't handle reverse Z viewports. Should help #10361 2017-12-10 19:20:36 +01:00
Henrik Rydgård fb74c9dfeb Clean up a small inconsistency 2017-12-07 21:09:09 +01:00
Henrik Rydgård 2ebae034a4 Vulkan: Show samplers in "shader debug" 2017-12-07 09:28:18 +01:00