Commit Graph
7441 Commits
Author SHA1 Message Date
Henrik RydgårdandGitHub b92ea74fb3 Merge pull request #15589 from hrydgard/glsl-compilation-parallelization
Vulkan: Parallelize GLSL compilation
2022-09-03 17:00:01 +02:00
Henrik Rydgård fb3f417e77 Fix lying comment, log level reduction 2022-09-03 16:15:46 +02:00
Henrik Rydgård c06cf8efaa Switch Vulkan pipelines to use promises for synchronization
Slightly more expensive I guess but shouldn't be much of a bottleneck.
2022-09-03 15:21:08 +02:00
Henrik Rydgård 6e605fa2bc Fix silly logic, fixes the shader leak. 2022-09-03 15:21:07 +02:00
Henrik Rydgård 8775837c11 Work towards finding the leak 2022-09-03 15:21:07 +02:00
Henrik Rydgård 93422f6dea Don't block on shader creation until it's time to create the pipeline. 2022-09-03 15:21:07 +02:00
Henrik Rydgård e2c740827a Use shader module promises as keys in pipeline cache instead of the actual shader modules.
Prevents early block.
2022-09-03 15:21:07 +02:00
Henrik Rydgård fc418ee16f Create shader modules (and compile GLSL) on worker threads 2022-09-03 15:21:07 +02:00
Henrik Rydgård ec0586ba50 Use promises to hold shader modules, for later asyncification 2022-09-03 15:21:07 +02:00
Henrik Rydgård c846c2dfa8 Remove confusing resetFramebufferRead flag from secondary framebuffer binding 2022-09-03 14:48:07 +02:00
Henrik Rydgård 8c56abd3dc Remove setting "Disable slower framebuffer effects" 2022-09-03 11:06:43 +02:00
Henrik Rydgård 68d88726ae Remove unused function 2022-09-03 11:06:43 +02:00
Henrik RydgårdandGitHub 88694bde0c Merge pull request #15943 from unknownbrackets/softgpu-vertex
vertexjit: Clamp through float pos during decode
2022-09-03 07:02:46 +02:00
Henrik Rydgård fd6ab4c495 Avoid recomputing the shaderblend setup in ComputeFragmentShaderID. 2022-09-02 23:06:41 +02:00
Henrik Rydgård 0fe064d970 Small steps 2022-09-02 22:43:58 +02:00
Henrik Rydgård f81a28f661 Some reordering 2022-09-02 22:40:15 +02:00
Henrik Rydgård de712b7804 More renaming 2022-09-02 22:20:11 +02:00
Henrik Rydgård b84cda2876 Plumb the computed pipeline state into ComputeFragmentShaderID. 2022-09-02 22:16:57 +02:00
Henrik Rydgård c784c0e94b Some renaming. Store the BlendState/MaskState. 2022-09-02 21:07:29 +02:00
Unknown W. Brackets 470d2f0f4e vertexjit: Remove unused ReadUV() cases. 2022-09-01 23:33:52 -07:00
Unknown W. Brackets f2d5d668a5 vertexjit: Remove unused ReadPos() cases. 2022-09-01 23:33:52 -07:00
Unknown W. Brackets 9f48ddb18c vertexjit: Clamp through float pos during decode.
Rather than decoding it on read, better to decode it right away.
2022-09-01 23:33:52 -07:00
Unknown W. Brackets c5fbb400de Replacement: Detect OOM even with replacements.
Also allow saving video textures if so configured.
2022-09-01 19:05:20 -07:00
Unknown W. Brackets 1033fa6cd7 Vulkan: Prevent saving tex during replace load. 2022-09-01 18:52:52 -07:00
Henrik Rydgård 2bf0c86ac7 Fix image format when dumping textures.
Fixes #15831
2022-09-01 15:04:59 +02:00
Henrik Rydgård 11d4f9acb6 Fix texture saving for Vulkan 2022-09-01 15:04:59 +02:00
Henrik Rydgård 9097fdaae6 Shrink VkRenderData from 88 to 64 bytes. 2022-09-01 14:21:34 +02:00
Henrik Rydgård ecb84987ef Remove allocation from the heaviest MemBlockInfo path (BlockTransfer). Required some refactoring. 2022-09-01 11:59:35 +02:00
Henrik Rydgård c9048c3748 Shrink the DeferredDrawcall struct, because why not. Assorted cleanup 2022-09-01 11:59:33 +02:00
Henrik Rydgård a854fbbe76 fbtex matching: Shrink the matching struct, use TinySet instead of vector to avoid an allocation. 2022-09-01 10:24:52 +02:00
Henrik RydgårdandGitHub 608710f9f5 Merge pull request #15936 from hrydgard/framebuffer-cleanups
Framebuffer settings and block transfer speedup
2022-09-01 10:04:31 +02:00
Henrik Rydgård 1c9ec36fd8 Stricter checks for negative framebuffer offsets. Fixes #15937 2022-09-01 08:26:23 +02:00
Henrik Rydgård 470efac7d8 Merge GetFramebufferCandidates and GetBestCandidateIndex into one function. 2022-09-01 00:35:43 +02:00
Henrik Rydgård a8a9fb4206 Much faster framebuffer matching (no more ToString every time there's more than 1 candidate, etc). 2022-08-31 14:23:56 +02:00
Henrik Rydgård 67d6549afd Rename Slow Framebuf effects to Shader Blending (might remove). Reassign readbacks to BlockTransferGPU. 2022-08-31 14:23:33 +02:00
Henrik Rydgård 437d6d30a0 KillZone: Fix margin detection on the title screen, fixing some glitches. Need more fixes though to fix the shimmer effect.
See #6207 comments
2022-08-31 11:40:42 +02:00
Henrik Rydgård 0928d9d285 Extract the split code to a function 2022-08-31 09:12:52 +02:00
Henrik Rydgård d99e4b6714 Quicker way to update the through projection matrix with the split framebuffer offset 2022-08-31 08:44:15 +02:00
Henrik Rydgård 95b299766e Cleanup (more to do, though) 2022-08-31 01:53:13 +02:00
Henrik Rydgård a71a10bb6e Allow signed texture offsets on framebuffers 2022-08-31 01:46:58 +02:00
Henrik Rydgård 7186fc2c17 Offset the draws properly. Now just some texel clamping left to fix 2022-08-31 01:40:53 +02:00
Henrik Rydgård 70f7f74a05 Check X coordinate of through-mode drawcalls to figure out which of the splits to render to 2022-08-31 01:09:23 +02:00
Henrik Rydgård 1b3b1acefa Tweak ForceMax60Fps to work for Killzone 2022-08-30 20:10:44 +02:00
Henrik Rydgård 987bfc79ef Split the framebuffer in Killzone, with a compatibility flag.
Greatly improves performance.

See issue #6207
2022-08-30 20:05:56 +02:00
Henrik Rydgård daa62beb39 Small tweak in texture matching. Fixes #15927 2022-08-30 16:14:47 +02:00
Henrik RydgårdandGitHub 59813fff6d Merge pull request #15929 from hrydgard/fix-tex-replace-race
Fix race condition in replacement texture loading
2022-08-30 13:17:19 +02:00
Henrik Rydgård 340c75a2d9 Remove "DisableReadbacks" compat flag. MotoGP no longer needs it after BlockTransferAllowCreateFB was added. 2022-08-30 13:16:36 +02:00
Henrik RydgårdandGitHub ead833561b Merge pull request #15926 from hrydgard/fix-framebuffer-read-dx9
Implement shader blending for D3D9
2022-08-30 13:01:04 +02:00
Henrik Rydgård 08eaf7665c Fix race condition in replacement texture loading
The texture could become valid during the load, causing an inconsistent
state within the texture loading. So can only check for valid-ness once.
2022-08-30 12:52:31 +02:00
Henrik Rydgård 4da2ca0935 Implement shader blending for D3D9
This was easy, dunno why I never got around to it before..
I guess I didn't know about VPOS.

This does raise our minimum shader model requirement to ps_3_0.
2022-08-30 12:19:56 +02:00