Commit Graph
691 Commits
Author SHA1 Message Date
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 26cd98cd7e GPU: Fix a shader unit typo. 2018-09-24 23:05:32 -07:00
Unknown W. Brackets cd0662c065 GPU: Cleanup outdated flushbefore code.
Backends didn't match.
2018-09-20 20:36:41 -07:00
Henrik Rydgård c1f0e981a3 Throw in very minor fix (apply readonly to buffer used in tesselation).
Validation layer seems buggy though as it still complains that we haven't
enabled the feature vertexPipelineStoresAndAtomics
2018-09-18 23:53:16 +02:00
Henrik Rydgård 5975f471e2 Vulkan: Only apply the depth workaround on Qualcomm devices (adreno)
We've seen issues, and the validation layer still doesn't like them very much...
2018-09-18 23:46:45 +02:00
Unknown W. Brackets 9859827645 Vulkan: Avoid depth clamp with clip range.
Vulkan clamps to the clip range, not the full range.  So when clipping, we
don't really want to clamp at all.  Unfortunately, when one side is
clipping, we can't do it exactly right.

But many games clip depth, like Dissidia.  Fixes #11260.
2018-09-17 21:43:29 -07:00
Unknown W. Brackets 44ba31fbc6 Vulkan: Implement verex range culling.
Also D3D11, since they are very similar.
2018-09-17 07:27:26 -07:00
Unknown W. Brackets 022670d882 GPU: Apply fog before color test.
Hardware tests confirm the fog result is what's color tested.
2018-09-09 23:59:48 -07:00
Unknown W. Brackets 8eb011c22d GPU: Clamp after color doubling.
This is needed for blending to be correct - it blends a clamped value.
2018-09-09 20:27:39 -07:00
Unknown W. Brackets 703181607e GPU: Apply color test after doubling. 2018-09-09 20:09:48 -07:00
Unknown W. Brackets 332788d0b5 GPU: Clean up some shader id flag usage. 2018-09-09 09:59:42 -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
Unknown W. Brackets 16d7a80980 GPU: Clear alpha more consistently from 565.
Before, the backends all did different things.  Now they are more in sync,
but Vulkan still behaves slightly differently.

Fixes #11326.
2018-08-30 21:00:21 -07:00
Unknown W. Brackets 77f0499f7f GPU: Rename clipping flag to depth clamp.
It seems to just to depth clamp.  When depth clamp happens, it affects
clipping a little, but only for vertices that needed clamping.
2018-08-05 17:11:51 -07:00
Unknown W. Brackets 5ad948df73 Vulkan: Avoid discard when we can blend.
Where possible, replace alpha and color testing with a zero alpha value.

This allows early fragment tests more often, which may help #11227.  It
may also generally help performance on PowerVR devices.
2018-07-27 20:04:36 -07:00
Unknown W. Brackets 9bac603976 GPU: Use HW transform for flat spline/bezier.
We can control the provoking vertex here, but it's less likely to matter.
2018-06-28 19:30:20 -07:00
Unknown W. Brackets e2c217ab29 Core: More consistently use config enums. 2018-06-23 10:59:18 -07:00
Unknown W. Brackets b4496f1975 Core: Move config enums to separate file.
These are a bit strewn about and there are constants that aren't
consistently used, which just adds confusion.
2018-06-23 10:59:18 -07:00
Unknown W. Brackets 06340bfa9c Vulkan: Workaround Adreno discard bug. (#11197)
This also explicitly enables early fragment tests when possible.  Using
conversative depth still works on Adreno and should allow some depth
optimizations.
2018-06-20 09:05:27 +02:00
Unknown W. Brackets bd13f6b906 Vulkan: Workaround stencil upload bug on Adreno.
We write a static depth value, which will be ignored, to force the driver
to support discard.
2018-06-17 17:50:38 -07:00
Unknown W. Brackets d1fa9b97a3 GPU: Remove some unused fields. 2018-06-17 11:26:09 -07:00
Henrik Rydgård 6bf6490c2f Merge pull request #11128 from unknownbrackets/gpu-minor
Minor framebuffer code cleanup
2018-06-06 22:28:35 +02:00
Henrik Rydgård 03175b74ef Merge pull request #10957 from unknownbrackets/depal-bounds2
GPU: Dirty tex when clearing or rendering to self
2018-06-06 22:22:01 +02:00
Unknown W. Brackets 8f354e5312 GPU: Minor framebuffer code cleanup. 2018-06-06 05:56:30 -07:00
Unknown W. Brackets 7c8780bfb6 GPU: Remove some unused code. 2018-06-06 05:56:29 -07:00
Unknown W. Brackets 2606365ba4 GPU: Use software transform for flat shading.
Except on GLES where it works fine with the default provoking index.

This fixes #10969 so that it works everywhere.
2018-06-06 05:53:50 -07:00
Unknown W. Brackets dca159c47e GPU: Correct sw flat shading color on Vulkan/D3D.
It was only correct on GLES before.  This only fixes software transform.
2018-06-06 05:53:50 -07:00
Unknown W. Brackets 61fc1cdcfb GPU: Dirty tex when clearing or rendering to self.
This way if we're blitting, we'll re-blit.
2018-06-06 05:52:49 -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 e6af167cd9 Merge pull request #11119 from hrydgard/vk-nulltexture
Never bind a NULL image view in Vulkan, not even through thin3d
2018-06-01 23:53:18 -04:00
Henrik Rydgård c1d113e0e9 When creating temp framebuffers for download, size them using bufferWidth/Height instead of width/height.
Or maybe we should make sure to only download within the width/height by
adding more clamps at the beginning of ReadFramebufferToMemory but seems
more dangerous.

Plus some minor things.

Should help #11113
2018-06-01 21:16:07 +02:00
Henrik Rydgård 9485b04914 Never bind a NULL image view in Vulkan no matter what. 2018-06-01 18:51:37 +02:00
Unknown W. Brackets e7d07aff71 Vulkan: Update shaders/state when dirty properly.
Can't have been right before.
2018-05-27 22:28:09 -07:00
Henrik Rydgård 061f92c177 Minor code simplification 2018-05-14 21:19:48 +02:00
Henrik Rydgård 011e57c0e7 Always specify GLSL version 450 when compiling Vulkan shaders.
Bit of a risky change so late in the game but it's wrong, it needs fixing.
See for example the comments to https://github.com/hrydgard/ppsspp/commit/fb7a63bd11ba785209babfe9631956110d46c9bf
2018-05-13 20:42:17 +02:00
Henrik Rydgård b64841e8cc Minor optimization 2018-05-07 00:05:35 +02:00
Henrik Rydgård ed52d9f9fb Shader depal (VUlkan): Apply a half-texel offset when bilinear filtering, fixing #11008
Also skip three texture samples if all indices are equal.
2018-05-06 22:30:20 +02:00
Unknown W. Brackets 8d07e6d985 GPU: Prevent temp FBOs from overwriting each other.
Sometimes we'd use two temp FBOs in the same draw (e.g. shader blending +
depal.)  This could cause the same temp FBO to get used for two purposes,
causing weird behavior.
2018-05-06 08:57:44 -07:00
Henrik Rydgård 77e574ccc6 Buildfix. 2018-05-04 22:57:13 +02:00
Henrik Rydgård 698bd75209 Fix regression caused by the new depal code for Vulkan. Fixes #10993 2018-05-04 22:24:11 +02:00
Unknown W. Brackets 3eb0450998 Depal: Reapply texture when bounds change.
Since we need each slice of the texture when we use bounds to reduce the
size.  Fixes #10951.
2018-04-22 10:43:46 -07:00
Unknown W. Brackets 3f3dd6b3bb Vulkan: Fix shutdown crash when device lost called.
Fixes #10917.
2018-04-14 13:14:20 -07:00
Henrik Rydgård 03c2292ae9 Merge pull request #10915 from unknownbrackets/warnings
Warning fixes
2018-04-14 20:30:26 +02:00
Unknown W. Brackets cddc7b5dc5 Vulkan: Fix cache file error handling warnings. 2018-04-14 10:59:41 -07:00
Henrik Rydgård f17890623c Shader depal: fix bilinear filter coord 2018-04-13 20:57:36 +02:00
Henrik Rydgård 0ac6cea34d Add a queue processing hack for Sonic Rivals too. Now it's fast. 2018-04-13 18:05:04 +02:00