Commit Graph
100 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 d3f33d96d3 Create the GPU on the main thread during boot
The loader thread now only loads the game. PSP_InitUpdate creates the GPU on
the thread that owns the graphics device, so device loss can't race the
creation, and the device-lost flag and the GPU init on libretro's separate
path are gone. Vulkan loads its shader cache without waiting for the
pipelines, and PSP_InitUpdate keeps the boot in Booting until they're
created. Exiting during boot joins the loader thread in PSP_Shutdown.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 09:26:15 +02:00
Henrik RydgårdandClaude Opus 5.5 71bc3187db Vulkan: Reload the shader cache after a device restore
DeviceLost saves the cache and clears everything, and the next save wrote
back only what was drawn since, so each Android background/resume cycle
shrank the cache.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:33:32 -06:00
Henrik Rydgård aab24e67e4 Add a crude pipeline difference analyzer, to see what shaders it may payoff to merge. 2026-07-10 12:11:17 +02:00
Henrik Rydgård f60e27a9b7 Just some refactoring of the GPUStatistics struct, and more use of StringWriter 2026-05-29 14:40:31 +02:00
Henrik Rydgård 67010ff2af Split the display layout config between landscape and portrait orientations 2025-11-05 12:49:51 +01:00
Henrik Rydgård 751e4fad2e Move more of GPU init to the loader thread. Some log cleanup. 2025-05-15 11:43:37 +02:00
Henrik Rydgård 6e303e8f1d Vulkan: Simplify GetShaders and DirtyLastShader, making them internally consistent. 2023-09-24 11:55:15 +02:00
Henrik Rydgård d31ba393af Don't load the shader cache on a separate thread - all it does is already async 2023-09-24 10:53:23 +02:00
Henrik Rydgård dbd3045f87 Join the shader cache load thread on exit 2023-09-24 01:07:08 +02:00
Henrik Rydgård be63ce3a4a Minor refactor allowing getting the GPU profile string outside games 2023-08-03 16:31:20 +02:00
Henrik Rydgård 05b6bbdc56 Add a trivial profiling tool to the OpenGL backend - meaasure the time it takes to run a frame of commands.
Accessed from the in-game dev menu just like the Vulkan frame profiler.

With this we can easily see that actually submitting the GL commands is often the bottleneck on old
devices like a Galaxy S3.
2023-05-17 14:38:11 +02:00
Henrik Rydgård effbe6376a Remove an unused VulkanPushBuffer.
Saves about 0.75MB of VRAM, but mainly just to clean things up.

I think I meant to use this one instead of grabbing the one from
DrawEngine in the TextureCache.
2023-03-14 23:39:47 +01:00
Henrik Rydgård 4c45f8a4b0 Pass in draw directly in GPUCommon::DeviceRestore, instead of awkwardly fetching it 2023-02-25 23:04:27 +01:00
Henrik Rydgård c2c479b217 Remove function InitClear. Was only implemented for DX9, and only barely meaningful in non-buffered. 2023-02-25 16:32:50 +01:00
Henrik Rydgård c74f5b2189 Prepare for unifying more stuff 2023-02-25 16:01:32 +01:00
Henrik Rydgård 285ffbaa52 Unify CopyDisplayToOutput 2023-02-25 14:42:15 +01:00
Henrik Rydgård 18999c3687 Create the GPUCommonHW class. 2023-02-25 14:42:10 +01:00
Henrik Rydgård 0d57f3beee Unify GPUCommon::DoState. 2023-02-25 12:21:03 +01:00
Henrik Rydgård 609a8f6d36 Unify ExecuteOp between the accelerated backends 2023-02-25 12:21:03 +01:00
Henrik Rydgård ed03348c65 Unify PreExecuteOp, keep the soft GPU as a special case 2023-02-25 12:21:03 +01:00
Henrik Rydgård da561aa9de Unify CheckFlushOp 2023-02-25 12:21:03 +01:00
Henrik Rydgård 784e8ab782 Fix a race condition during Vulkan shader cache load.
Could lead to unnecessary pipelines being created.
2023-01-13 10:35:04 +01:00
Unknown W. Brackets f44852bb18 Global: Cleanup virtual/override specifiers.
Also missing virtual destructors, hidden non-overrides, etc.
2022-12-10 21:13:36 -08:00
Henrik Rydgård 0f12d44e59 Remove some unused/unnecessary code 2022-12-03 12:05:10 +01:00
Henrik Rydgård 92df6b832c Safer and simpler alternative to cbfa4bf.
See #16483
2022-12-03 12:05:08 +01:00
Henrik Rydgård 02b8bf33fb Merge pull request #16458 from hrydgard/desktop-friendly-msaa
Implement MSAA support for desktop GPUs in Vulkan
2022-12-03 11:22:41 +01:00
Lubos b41a782fcd Revert "Centralize ClearCacheNextFrame"
This reverts commit cbfa4bfc8e.
2022-12-02 14:32:27 +01:00
Henrik Rydgård 8a3e92aa38 Not pretty, but with this, you can switch MSAA level at runtime. 2022-12-01 23:41:31 +01:00
Henrik Rydgård cbfa4bfc8e Centralize ClearCacheNextFrame 2022-11-21 18:13:13 +01:00
Henrik Rydgård 37ec31dedd Fix resizing issue. Took some refactoring. 2022-11-20 12:57:32 +01:00
Henrik Rydgård 1ae7c0132c Start unifying setting of the GPU feature flags, now that thin3d has feature detection. 2022-09-20 10:07:01 +02:00
Unknown W. Brackets c581a83896 GPU: Centralize SetDisplayFramebuffer(). 2022-08-23 19:29:06 -07:00
Henrik Rydgård 82a6c42e17 DepalettizeCommon -> TextureShaderCommon. Simplifications. 2022-08-22 12:21:20 +02:00
Henrik Rydgård ded8ba8806 More cleanup, fixes. 2022-08-06 18:27:04 +02:00
Henrik Rydgård b5597d1013 Remove Vulkan2D 2022-08-06 18:27:03 +02:00
Henrik Rydgård 87b128ecaf Compiles on Vulkan, but doesn't yet work. 2022-08-06 18:27:03 +02:00
Unknown W. Brackets 8a5f07b860 Vulkan: Don't cache vulkan_ with draw context.
Since we can get the VulkanContext cheaply from the draw context, it's
easier to make sure things stay up to date.
2021-11-14 15:25:28 -08:00
Henrik Rydgård 025bcb1673 Introduce Path, start using it all over the place.
Still lots left to convert!

Convert GetSysDirectory to return Path.

More buildfixing

Remove unnecessary Path( constructors
2021-05-13 10:39:16 +02:00
Henrik Rydgård 5190f85c8e Unify/centralize SetFramebufferSamplingParams. Some include cleanup. 2020-09-14 00:04:39 +02:00
Unknown W. Brackets cebcfb1bbd GPU: Use old frame when presenting a skip.
If we flip using a skipped frame, we may show an even older frame causing
weird flickering.
2020-03-01 13:55:28 -08:00
Unknown W. Brackets 3c1e8abcfe GPU: Centralize vsync interval logic.
We already do unthrottle checking here.
2020-02-29 22:27:00 -08:00
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
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 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 7a8310ae5e Tiny unification of code. Save the GL shader cache a bit less often. 2018-03-13 13:35:58 +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