Commit Graph
775 Commits
Author SHA1 Message Date
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.
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.
(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.
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.
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 RydgårdandGitHub bb6219e402 Merge pull request #12921 from unknownbrackets/postshader
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Henrik Rydgård dc6e7a7938 Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call. 2020-07-13 18:14:12 +02:00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.
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 RydgårdandGitHub 406c06ccaf Merge pull request #12972 from unknownbrackets/gl-step-debug
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Henrik Rydgård cd1d73436d Vulkan: Recreate the swapchain if we get too many "out of date" frames.
Should help an issue on my Linux laptop with Intel GPU.
2020-06-22 00:45:05 +02:00
iota97andUnknown 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.
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.
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.
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.
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.
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.
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 RydgårdandGitHub 23bdc40715 Merge pull request #12942 from unknownbrackets/vulkan-debug
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.
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.
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.
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 RydgårdandGitHub f1b9943947 Merge pull request #12930 from unknownbrackets/gpu-stencil
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.
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."
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.
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.
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.
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.
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.
And of the stencil buffer.
2020-05-17 11:06:39 -07:00
Unknown W. Brackets 47bc11a682 Vulkan: Generalize dependency tracking.
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.
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