Commit Graph
859 Commits
Author SHA1 Message Date
Henrik Rydgård 5d64fc5ff1 Switch to PPSSPP's assert functions (don't use the system's) 2020-08-16 10:01:10 +02:00
Henrik Rydgård ccc0331279 Move timeutil to Common. (Experiment to see how much work it is to move these). 2020-08-15 20:53:08 +02:00
Henrik Rydgård 7115c28c29 Merge pull request #13287 from hrydgard/log-cleanup
Log system cleanup
2020-08-15 20:32:01 +02:00
Unknown W. Brackets 1e2f87a6d2 Vulkan: Fix tex upscaling 4444 swizzling. 2020-08-15 10:12:34 -07:00
Henrik Rydgård b22083e7a6 Even more base/logging.h removal and fixes 2020-08-15 19:09:01 +02:00
Henrik Rydgård c41f875df4 Remove base/logging.h in a whole lot more places. 2020-08-15 19:09:00 +02:00
Henrik Rydgård b43698a13d Remove most instances of base/logging.h from Common, Core, GPU, more 2020-08-15 19:08:44 +02:00
Henrik Rydgård 8835728f87 Replace base/logging.h in VulkanContext and parts of native 2020-08-15 19:08:44 +02:00
Henrik Rydgård 62a8329c33 Remove sstream from stringutil.h. See #13267 2020-08-10 14:33:00 +02:00
Henrik Rydgård 6b6ecf4427 Merge pull request #13267 from unknownbrackets/headers
Reorganize DoState headers and cut back on common header includes
2020-08-10 13:45:57 +02:00
Unknown W. Brackets b8342fb8ec SaveState: Rename ChunkFile files to Serialize.
Makes more sense and less weird than ChunkFileDoMap, etc.
2020-08-10 08:04:05 +00:00
Unknown W. Brackets 1dc5ee424b SaveState: Split out Do types to reduce headers. 2020-08-10 08:03:44 +00:00
Henrik Rydgård ba0d04a142 Vulkan: Implement depth texturing through depal. 2020-08-09 20:31:04 +02:00
Henrik Rydgård fbf6008a03 Set debug names for more framebuffers and textures 2020-08-09 09:36:54 +02:00
Henrik Rydgård eadd3c5785 Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
Required fixing a bug in ShaderUniforms.cpp (used by D3D11 and Vulkan,
the two backends that previously exposed LARGE_VIEWPORTS).
2020-08-05 19:03:08 +02:00
Henrik Rydgård 58ef0c8e80 Texture from framebuffer: Logging improvements 2020-08-04 14:45:14 +02:00
Henrik Rydgård 882cc6295e Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h 2020-08-03 23:22:11 +02:00
Henrik Rydgård d57edfbdac Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency 2020-08-03 23:17:22 +02:00
Henrik Rydgård de178d617b Move a line to a better place 2020-08-03 23:14:27 +02:00
iota97 ce2fc7d986 Fix texture upscaling and per game setting fix/cleanup 2020-08-03 16:04:23 +02:00
Unknown W. Brackets d99e67a061 Vulkan: Allow custom texture upscaling shaders.
Let's not just hardcode.
2020-08-01 22:00:04 -07:00
BreadFish64 b0a073b4bb Fix alpha channel handling in xBRZ texture filter shader 2020-07-29 16:29:31 -05:00
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 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 6009bf7b74 Merge pull request #12952 from unknownbrackets/vulkan-safesize
Vulkan: Match safe size behavior on all backends
2020-07-13 15:59:09 +02:00
Henrik Rydgård f9cef5b6b2 Partly clean up SDL resize code, should help #11974 2020-06-24 01:06:01 +02:00
Unknown W. Brackets 9ef521d945 GPU: Avoid immediate postshader FBO recreate.
Before, we created things at the wrong size, then recreated at the right.
Now we just start at the correct size once.
2020-06-12 12:35:35 -07:00
Henrik Rydgård 0c489e2d0d We need to check for renderpass change and dirty here too. What a mess.. 2020-06-02 11:18:42 +02:00
Henrik Rydgård 737688a22a Annotate calls to RebindFramebuffer with their cause. 2020-06-02 09:51:38 +02:00
Henrik Rydgård f4dcbe9d28 Vulkan DrawEngine: Move the renderstep changed check until after the last place where it can change. 2020-06-02 09:50:20 +02:00
Unknown W. Brackets 40a0525aea Vulkan: Ensure depth/stencil load match on Mali. 2020-05-25 12:14:03 -07:00
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 cba0d16583 Vulkan: After binding a new framebuffer, we always need to dirty the viewport/scissor state.
So that viewport and scissor commands get written to the new render pass.

Temporary solution until I can figure out how to abstract this away
in the RenderManager without losing perf.
2020-05-24 17:59:52 +02:00
Unknown W. Brackets ea1f0a1195 Vulkan: Match safe size behavior on all backends.
Before, we would not mark a safe size for some Vulkan clears where depth
was not cleared, deviating from other backends.  We also never detected
that on PowerVR.  This makes things more consistent.
2020-05-23 00:25:39 -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 86bbb447d3 Vulkan: Avoid stencilAction != depthAction.
This is the only place we do it, and apparently there can be bugs on some
drivers when you do that.  Let's not.
2020-05-19 22:14:47 -07:00
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 3a5e07ad4f Vulkan: Stencil initialization: Use the adreno path for Mali as well.
Appears to fix the Star Ocean issue and maybe more reported in #12890.

Strange though...
2020-05-19 23:29:33 +02:00
Henrik Rydgård 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 966ac4458a Vulkan: Fix leak and remove extra allocator.
The leak was because we restored immediately after initializing, and
therefore leaked several pipelines.

This allocator isn't used right now, so just using up memory.
2020-05-18 23:07:44 -07:00
Unknown W. Brackets 4ef4325fdb GPU: Avoid unnecessary clear on stencil upload.
In this common case, we've typically just bound the buffer to upload a
texture to it.  No need to start a new render pass.

This dodges #12927 but doesn't really fix the underlying issue.
2020-05-18 21:36:06 -07:00
Henrik Rydgård 1e6cd11d4e Vulkan: Switch the framebuffer-rebind-to-clear on reformat to, well, a normal clear instead.
Who knows, might be related to #12927 (but in that case we also have more problems).
2020-05-18 22:01:56 +02:00
Unknown W. Brackets 32a7e7345e GPU: Centralize framebuffer download.
And try not to use a potentially-null nvfb.  Primarily this can happen on
Direct3D backends.
2020-05-17 10:59:33 -07:00
Unknown W. Brackets 7024a2877d GPU: Take A off RGB565 conversion funcs. 2020-05-13 18:17:58 -07:00
Unknown W. Brackets 22e46b51c2 GPU: Centralize DestroyAllFBOs().
This cleans up the postshader update code.
2020-05-13 18:15:04 -07:00
Unknown W. Brackets 2faab0e082 GPU: Use postshader for direct VRAM draws again.
Also centralize the pixel texture code while at it.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets 762b656ea2 GPU: Use a texture directly for MakePixelTexture.
This makes it easier to do things with it.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets fa6544b737 GPU: Cleanup leftover postshader stuff. 2020-05-13 18:10:09 -07:00