Henrik Rydgård
b5e5d72a0a
Complete the separation of depth and stencil renderpass flags
2017-12-30 22:52:22 +01:00
Unknown W. Brackets
267b9a6598
Profiler: Separately track texture hashing.
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Since it's slow and was lumped into updatestate.
2017-12-30 10:14:35 -08:00
Henrik Rydgård
2dda2bfa78
Dual source blend: Remove bad #ifdef that killed dual src code on Android... oops. Re-enable on nVidia Shield TV/Tablet. Fixes #10136 properly.
2017-12-30 00:53:24 +01:00
Unknown W. Brackets
0151c5e649
GPU: Track stats on uploads.
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A lot can lead to slowdown, so it's useful when logging frame drops.
2017-12-28 19:27:45 -08:00
Henrik Rydgård
ea50561c80
Merge pull request #10454 from unknownbrackets/gpu-minor
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Vulkan: Use depth clamping, where available
2017-12-27 11:11:18 +01:00
Henrik Rydgård
c1a23658d1
Merge pull request #10456 from unknownbrackets/gpu-flips
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Display: Avoid limiting FPS without a clear
2017-12-27 10:14:12 +01:00
Unknown W. Brackets
f9750dd137
Display: Avoid limiting FPS without a clear.
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A bit of a dirty heuristic to avoid the slowdown in #8538 .
2017-12-26 19:37:40 -08:00
Unknown W. Brackets
e8ca467bc9
Vulkan: Allow full depth range with depth clamp.
2017-12-26 16:54:40 -08:00
Unknown W. Brackets
d6da758ed3
GPU: Remove duplicate BACKEND constants.
2017-12-26 15:55:24 -08:00
Unknown W. Brackets
ebce6da223
UI: Remove auto-download options.
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See previous commit removing actual functionality.
2017-12-25 11:20:26 -08:00
Unknown W. Brackets
025a806ab4
GPU: Remove FBO auto-download hack.
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See #6261 . This should be replaced now with block transfer detection,
which is faster and doesn't cause crashes.
Games that previously required this setting should use block transfer
instead. If that doesn't work, it's a bug.
2017-12-25 11:17:59 -08:00
Henrik Rydgård
138cd9e851
Merge pull request #10442 from unknownbrackets/depth-clear
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GPU: Reduce depth blits when not updated
2017-12-24 22:52:35 +01:00
Unknown W. Brackets
0956fa3ff6
GPU: Reduce depth blits when not updated.
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If the game initially clears the depth in a buffer, but then never uses
that depth again, don't keep blitting depth.
Improves #8538 , by preventing the depth blits in this case.
2017-12-24 11:52:15 -08:00
Unknown W. Brackets
2031b2ef98
GE Debugger: Fix some crashes while stepping.
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Mostly on Vulkan, but possibly on other backends.
2017-12-22 12:29:08 -08:00
Unknown W. Brackets
c5897a1c5c
GPU: Cleanup some feature flags usage.
2017-12-21 18:50:41 -08:00
Henrik Rydgård
5c1dad9909
Remove more obsolete ifdefs
2017-12-19 17:59:00 +01:00
Henrik Rydgård
dc6a4ea753
Fix annoying name clashes (Status is in X11 headers..)
2017-12-15 16:34:29 +01:00
Henrik Rydgård
299cb007c2
Add a comment, revert a reporting change.
2017-12-10 02:05:25 +01:00
Henrik Rydgård
4a0c2ad683
Minor uniform cleanup
2017-12-08 11:54:49 +01:00
Henrik Rydgård
b895f944ff
SPIRV-Cross should build on Android now, so remove another platform check.
2017-12-08 10:25:42 +01:00
Henrik Rydgård
99b34c7b45
Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later to appease strict GL Core drivers. Should fix #10362
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Fixed small bugs, now tested and working on mac.
Add spirv-cross to cmake build
2017-12-08 10:25:42 +01:00
Henrik Rydgård
b75c8b72c6
Fix another little inconsistency (two uniforms were merged for bad reasons)
2017-12-07 21:39:09 +01:00
Henrik Rydgård
fb74c9dfeb
Clean up a small inconsistency
2017-12-07 21:09:09 +01:00
Henrik Rydgård
2ebae034a4
Vulkan: Show samplers in "shader debug"
2017-12-07 09:28:18 +01:00
Henrik Rydgård
cb835fb17d
Merge pull request #10240 from unknownbrackets/vertdec
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arm64: Use LDRUH instead of two LDRBs
2017-12-06 14:09:26 +01:00
Unknown W. Brackets
715a7b7318
Global: Silence some unused declaration warnings.
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These things aren't used on Android.
2017-12-03 19:22:03 -08:00
Unknown W. Brackets
5788e33b2f
arm64: Use LDRUH instead of two LDRBs.
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Small boost - 5.66x instead of 5x steps.
2017-12-03 06:35:44 -08:00
Unknown W. Brackets
9c52155d3f
GPU: Minor cleanup.
2017-12-02 09:47:59 -08:00
Unknown W. Brackets
4731a2918c
GPU: Use more typesafe shader IDs.
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Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
2017-12-02 09:07:27 -08:00
Unknown W. Brackets
5c5dd5c4c4
GPU: Annotate free shader ID bits.
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Some ere missing.
2017-12-02 08:52:36 -08:00
Henrik Rydgård
734d9c494c
Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors.
2017-12-02 11:05:10 +01:00
Henrik Rydgård
a67357db05
Merge pull request #10223 from unknownbrackets/minor
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Reporting: Use a different link message on preload
2017-12-01 20:28:37 +01:00
Unknown W. Brackets
be6343612f
GPU: Add missing shader id to short desc.
2017-12-01 11:17:12 -08:00
Henrik Rydgård
8a0645859e
Merge pull request #10222 from unknownbrackets/minor
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A few more reporting cleanups
2017-12-01 19:40:11 +01:00
Unknown W. Brackets
db300da1d7
Reporting: Improve no pos verts message.
2017-12-01 09:45:58 -08:00
Unknown W. Brackets
f9ce1587cb
Reporting: Skip reporting reused depthbuffers.
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Basically all games do it, no longer interesting.
2017-12-01 09:38:37 -08:00
Henrik Rydgård
8a58b768f1
Check for HW-transform and through when loading GL shader cache.
2017-12-01 11:32:16 +01:00
Henrik Rydgård
be115822f7
Minor cleanup. Add a debug assert in shader ID calculation
2017-12-01 11:23:09 +01:00
Unknown W. Brackets
0b61ffad08
GPU: Try to avoid FB download without an FBO.
2017-11-30 15:37:43 -08:00
Henrik Rydgård
3e011238c5
Fix minor discrepancy in shader ID calculation, I don't think this will fix anything though. Bumping shader cache version and doing minor cleanup too.
2017-11-30 22:44:39 +01:00
Henrik Rydgård
4129459495
Avoid an assert in ARM64 emitter, seen in Google Play crash logs
2017-11-29 21:31:42 +01:00
Henrik Rydgård
bc959470e5
Loosen up some asserts that seem to trigger unexpectedly... need investigation.
2017-11-29 19:07:07 +01:00
Henrik Rydgård
6ea669368c
Crash reports from 5% rollout of 1.5: Make some asserts dbg_asserts for now, try to fix an issue with framebuffers when postproc is enabled.
2017-11-29 18:53:52 +01:00
Unknown W. Brackets
bd1ed897cf
Global: Fix some warnings.
2017-11-25 14:08:49 -08:00
Henrik Rydgård
28b60a724f
Process immediate draw commands. Not yet sending to graphics backends.
2017-11-24 17:54:56 +01:00
Henrik Rydgård
2c86217552
Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
2017-11-21 16:19:28 +01:00
Henrik Rydgård
9468b3d073
Add a missing break that would explain the odd AUTO mipmap test results on D3D11 and Vulkan...
2017-11-21 15:18:31 +01:00
Henrik Rydgård
6a3d41892a
Workarounds for issue with "accurate depth". See #9545 , #10087
2017-11-21 12:11:05 +01:00
Henrik Rydgård
674d5c7dbb
Merge pull request #10130 from hrydgard/lod-bias-fixes
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Mipmaps: Disable slope mode pending a better method. Implementing it entirely as a LOD bias is not the way it works.
2017-11-20 13:49:39 +01:00
Henrik Rydgård
7ab6956828
The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working.
2017-11-20 12:39:01 +01:00