Henrik Rydgård
06d57b1656
GL: Add some paranoid checks. Remove a useless option.
2020-07-28 14:24:36 +02:00
Henrik Rydgård
c5e0b799d9
Remove category from _assert_msg_ functions. We don't filter these by category anyway.
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Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Henrik Rydgård
6560192d8e
Support full VSync control in SDL OpenGL.
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(Not yet Qt).
Forgot about iOS
SDL headless buildfix
Additional iOS buildfix
2020-07-19 12:07:16 +02:00
Henrik Rydgård
f5afb2dbbd
Improve some logging, and print the line number from PanicAlerts.
2020-07-19 11:10:51 +02:00
Henrik Rydgård
b5e7220ed1
Switch to a fence instead for readbacks. Some sources suggest this is better than idling a queue or device.
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Like https://stackoverflow.com/questions/39537176/in-what-situations-is-vkfence-better-than-vkqueuewaitidle-for-vkqueuesubmit .
Additionally, this is easier to refactor and loosen up if we can in the
future.
2020-07-14 09:06:07 +02:00
Henrik Rydgård
e66f034fb3
Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
2020-07-14 09:06:07 +02:00
Unknown W. Brackets
9ebb402e4f
Vulkan: Buildfix.
2020-07-13 18:19:36 -07:00
Henrik Rydgård
131a1eedfb
Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
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Validation caught an issue where old stuff lingered in sampler 1 and texture 1.
Bug probably introduced in #12921 , but could also be others.
2020-07-13 23:32:37 +02:00
Henrik Rydgård and GitHub
bb6219e402
Merge pull request #12921 from unknownbrackets/postshader
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Use less FBOs for chained post-processing shaders
2020-07-13 18:52:53 +02:00
Henrik Rydgård
e8370b94c0
Remove irrelevant comment
2020-07-13 18:14:12 +02:00
Henrik Rydgård
dc6e7a7938
Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call.
2020-07-13 18:14:12 +02:00
Unknown W. Brackets
dbbcaa9eca
GLES: Invalidate framebuffers bound DONT_CARE.
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Let's try to invalidate when it's possible. We move the invalidate to the
end of the render when detected.
2020-07-13 08:00:24 -07:00
Henrik Rydgård and GitHub
406c06ccaf
Merge pull request #12972 from unknownbrackets/gl-step-debug
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Label steps using GL debug groups
2020-07-12 23:27:09 +02:00
Henrik Rydgård
cd1d73436d
Vulkan: Recreate the swapchain if we get too many "out of date" frames.
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Should help an issue on my Linux laptop with Intel GPU.
2020-06-22 00:45:05 +02:00
iota97 and Unknown W. Brackets
804b673d8e
Vulkan: Correct secondary texture binding in Draw.
2020-06-12 12:40:53 -07:00
Unknown W. Brackets
201d2782b4
Draw: Allow 2 textures bound in Vulkan.
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Not working properly though...
2020-06-12 12:35:37 -07:00
Unknown W. Brackets
21ac3ca7a4
Draw: Fix textures and samplers at an offset.
2020-06-12 12:35:37 -07:00
Unknown W. Brackets
64435e56b1
Draw: Use uniform locs for GLES, add samplers.
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So that we can initialize and bind samplers.
2020-06-12 12:35:36 -07:00
Henrik Rydgård
737688a22a
Annotate calls to RebindFramebuffer with their cause.
2020-06-02 09:51:38 +02:00
Henrik Rydgård
8e7d2109fe
VulkanQueueRunner: Fix some uninitialized struct members (not sure if it has any effect)
2020-05-31 19:35:19 +02:00
Unknown W. Brackets
40a0525aea
Vulkan: Ensure depth/stencil load match on Mali.
2020-05-25 12:14:03 -07:00
Unknown W. Brackets
c90c29df32
Vulkan: Trivially kill more empty steps.
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Just in case we have a DONT_CARE step.
2020-05-25 12:04:18 -07:00
Unknown W. Brackets
24c844445e
GPU: Don't allow step id to decrease at a sync.
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This might've caused us to miss necessary dynamic state dirtying in games,
but only in fairly specific cases. But it happens a lot when stepping via
the GE debugger.
2020-05-24 22:39:29 -07:00
Unknown W. Brackets
c8f8d55118
Vulkan: Correct viewport flag reset on rebind.
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Can't break since we're checking two separate flags.
2020-05-24 21:36:23 -07:00
Unknown W. Brackets
356468fe83
GLES: Use debug groups for render steps.
2020-05-24 20:50:17 -07:00
Unknown W. Brackets
00656a2d8d
GLES: Avoid duplicate state resets.
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Between render passes, we don't need to re-disable stencil test each time.
Only when it changes. This makes render logs clearer.
2020-05-24 20:50:17 -07:00
Henrik Rydgård
370678c498
Do a similar thing for D3D (let the backend handle the dirtying).
2020-05-24 20:57:59 +02:00
Henrik Rydgård
bebf649705
OpenGL/Vulkan: Rework the contract around dynamic state. Removes some ugly dirtying from the GL render manager.
2020-05-24 20:27:58 +02:00
Henrik Rydgård
bef078a3bd
GLRenderManager: Removes some redundant dirtying. Preserves blend state (color mask) across clears.
2020-05-24 19:18:04 +02:00
Henrik Rydgård and GitHub
23bdc40715
Merge pull request #12942 from unknownbrackets/vulkan-debug
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When debugging, expose pass tags to RenderDoc
2020-05-22 09:28:09 +02:00
Unknown W. Brackets
2dbb7a598d
Vulkan: Label render passes in RenderDoc/etc.
2020-05-21 08:55:36 -07:00
Henrik Rydgård
4aec10d04f
Correct an issue where reformat didn't work if no renderpass was active due to the use of clear.
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Also instantly convert to a clear when binding the framebuffer in cases
when we know it's the optimal thing. The QueueRunner would have later merged
anyway hopefully, but I like the simplicity of this.
2020-05-21 12:01:15 +02:00
Henrik Rydgård
fabe987c8f
Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
2020-05-21 11:24:05 +02:00
Unknown W. Brackets
8d900bb432
Vulkan: Check driver version for Adreno 5xx bug.
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It's now fixed at least as of this version (possibly earlier.)
2020-05-19 22:13:15 -07:00
Unknown W. Brackets
2e05d22eb7
Vulkan: Move Harvest Moon fix to Draw::Bugs.
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Also, make it so you can skip using ini settings.
2020-05-19 22:12:30 -07:00
Henrik Rydgård
e64fdfa0c3
Fix a case of pointer truncation in Vulkan on 32-bit. Fixes #12932
2020-05-19 20:53:51 +02:00
Henrik Rydgård
69c092dce1
Vulkan crashfix (pNext was uninitialized)
2020-05-19 20:52:47 +02:00
Henrik Rydgård and GitHub
f1b9943947
Merge pull request #12930 from unknownbrackets/gpu-stencil
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GPU: Avoid unnecessary clear on stencil upload
2020-05-19 09:05:58 +02:00
Unknown W. Brackets
cb23c0c01d
Vulkan: Create FB compatible pipelines in Draw.
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The easiest way is just to create both and support both. Perhaps we could
optimize out the creation of the framebuffer one.
Fixes #12928 .
2020-05-18 22:45:20 -07:00
Unknown W. Brackets
396bf1d1c7
Vulkan: Expand logging of render steps a bit.
2020-05-18 21:38:36 -07:00
Henrik Rydgård
612fdb957e
Revert "Experimental commit that effectively reverts the Vulkan part of #12882."
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This reverts commit 29d1f97dd5 .
2020-05-19 00:44:42 +02:00
Henrik Rydgård
29d1f97dd5
Experimental commit that effectively reverts the Vulkan part of #12882 .
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For the #12927 investigation.
2020-05-19 00:42:34 +02:00
Henrik Rydgård
d37893d1ac
Track scissors like we track viewports (bugfix?).
2020-05-18 23:21:03 +02:00
Unknown W. Brackets
7fffe1d885
Vulkan: Verify scissor as well.
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Vulkan spec requires both are set - we do set both, so let's catch any
mistakes.
2020-05-17 21:23:32 -07:00
Unknown W. Brackets
d295feda82
Vulkan: Add asserts to catch no viewport render.
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Also assert to prevent a sync outside a frame, which goes badly.
The curRenderStep_ reset on same fb made some debugging easier, but should
not actually be hit in any real case.
2020-05-17 21:01:08 -07:00
Unknown W. Brackets
059e2e5e16
Vulkan: Stop merge at clear/touched read only.
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Before we would merge on a future render after a clear, which can't be
good. But we can safely ignore a draw to another FB that reads from a
touched FB.
2020-05-17 15:04:21 -07:00
Unknown W. Brackets
112a58cb1a
Vulkan: Make merge pass a bit easier to read.
2020-05-17 14:53:37 -07:00
Unknown W. Brackets
caf9d39fec
GLES: Fix invalidation of backbuffer.
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And of the stencil buffer.
2020-05-17 11:06:39 -07:00
Unknown W. Brackets
47bc11a682
Vulkan: Generalize dependency tracking.
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Might as well track on all steps. We also can know if the dst was fully
written to here.
2020-05-17 11:06:39 -07:00
Unknown W. Brackets
a36239473d
GLES: Add dependency tracking for render passes.
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Let's try to invalidate when it's possible. We move the invalidate to the
end of the render when detected.
2020-05-17 11:06:39 -07:00