Henrik Rydgård
b6efc65c94
Set the texture dirty flags when binding a new framebuffer.
2020-09-21 08:56:58 +02:00
Henrik Rydgård
28b58ca05d
More asserts
2020-09-17 20:52:32 +02:00
Henrik Rydgård
1b3413945b
Some header include cleanup
2020-09-16 09:20:41 +02:00
Henrik Rydgård
7f1e35e761
Add missing asserts after some VK resource creation functions
2020-09-16 01:03:56 +02:00
Henrik Rydgård
59098a9a56
Sneak in a fix for a limited memory leak in Vulkan vertex cache
2020-09-16 01:03:56 +02:00
Unknown W. Brackets
15c25be42b
GPU: Switch vertex/lookup hashes to XXH3.
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This is faster pretty much everywhere.
2020-08-27 20:37:49 -07:00
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
b43698a13d
Remove most instances of base/logging.h from Common, Core, GPU, more
2020-08-15 19:08:44 +02:00
Henrik Rydgård
882cc6295e
Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
2020-08-03 23:22:11 +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
6009bf7b74
Merge pull request #12952 from unknownbrackets/vulkan-safesize
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Vulkan: Match safe size behavior on all backends
2020-07-13 15:59:09 +02:00
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
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
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
Unknown W. Brackets
ea1f0a1195
Vulkan: Match safe size behavior on all backends.
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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
Unknown W. Brackets
ef43ec5f33
GPU: Split up software transform into phases.
2020-05-08 23:09:24 -07:00
Unknown W. Brackets
ac60e2ecd4
GPU: Track HW tess at start of frame too.
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This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
2020-04-04 11:52:32 -07:00
Unknown W. Brackets
c42fb72419
GPU: Update uniforms w/ consistent render mode too.
2020-04-04 11:03:07 -07:00
Unknown W. Brackets
ad98609819
GPU: Use consistent buffered rendering state.
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The setting can be changed in Qt and Windows between frames, so let's
track the current setting in most places. This is everywhere fbman is
easily accessible.
2020-04-04 10:51:47 -07:00
Henrik Rydgård
21eaef04fc
Vulkan: Pick shaders after calling ConvertStateToVulkanKey because it may end up disabling shader blending
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(due to too many copies, see DrawEngineCommon::ApplyShaderBlending).
(So much state leaking all over the place ... I want to redesign the
whole thing).
Typo fix in comment
2020-03-29 15:02:40 +02:00
Henrik Rydgård
92a1395cd0
Apply viewport before SoftwareTransform so flipping can be checked
2020-01-26 15:30:20 +01:00
Henrik Rydgård
a355f49c91
Also experiment with a "copy shader" that just does raw data manipulation into GPU local memory, then copies to image from there.
2019-09-29 10:39:12 -07:00
Henrik Rydgård
02a96e29bb
Fix a comment
2019-09-09 00:52:23 +02:00
Henrik Rydgård
70ec327b40
Vulkan: Slim down and rename the Mali hack.
2019-09-09 00:43:31 +02:00
Henrik Rydgård
0462c01228
Workaround ARM Mali depth hardware bug. Fixes #11937
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When triangles coincide with the Z=1 plane in specific ways, triggered
by Burnout Legends' sky for example, the depth buffer gets corrupted.
This is worked around here by slightly rescaling Z. This type of
workaround is recommended by ARM driver engineers.
Ugly but what can you do when the hardware is bugged. I've done quick
tests on a number of games with no issues.
2019-09-08 23:44:26 +02:00
Henrik Rydgård
06b04f65a0
Vulkan: Narrow down buffer usage flags a little bit.
2019-03-14 12:41:39 +01:00
Henrik Rydgard
9736bc431a
The block transfer setting should not affect clearing memory behind a render target, especially since that's already gated behind a compat flag.
2019-02-08 14:46:16 +01:00
Henrik Rydgard
e30daa8027
Remove unused API, assorted cleanup.
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No longer enable the geometry shader feature, no plans to use it.
2019-02-05 21:31:43 +01:00
Henrik Rydgard
8e1a5ef3d6
Minor refactor of physical device property/feature detection, to allow for more extension use.
2019-02-05 18:07:17 +01:00
Unknown W. Brackets
b1e68c653c
GPU: Avoid a missing virtual destructor warning.
2018-12-01 13:59:47 -08:00
Henrik Rydgård
9c6f7000b7
New spline stuff seems to need bigger storage buffer pools
2018-11-11 22:52:37 +01:00
xebra
eca9386c05
[spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer.
2018-10-07 23:54:31 +09:00
xebra
ef53195ae8
[spline/bezier]Surround with namespace Spline.
2018-10-07 23:54:28 +09:00
xebra
41823f8780
[spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing.
2018-10-07 23:54:23 +09:00
xebra
89786b943d
[spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders.
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Add changing the quality of HW tessellation.
2018-10-07 23:54:22 +09:00
xebra
a48a5b32f0
[spline/bezier]Unify hardware tessellation of bezier and spline.
2018-10-07 23:54:06 +09:00
xebra
3c0fb44f2e
[spline/bezier]Improve hwtess to use cached weights.
2018-10-07 23:54:05 +09:00
xebra
966ff32ee7
[spline/bezier]Improve the logic of copying control-points.
2018-10-07 23:53:36 +09:00
Unknown W. Brackets
a4c0640f01
GE Debugger: Factor out host calls some.
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Moving more of this to cross platform for the web debugger.
2018-09-01 08:32:03 -07:00
Unknown W. Brackets
9bac603976
GPU: Use HW transform for flat spline/bezier.
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We can control the provoking vertex here, but it's less likely to matter.
2018-06-28 19:30:20 -07:00
Unknown W. Brackets
e2c217ab29
Core: More consistently use config enums.
2018-06-23 10:59:18 -07:00
Unknown W. Brackets
d1fa9b97a3
GPU: Remove some unused fields.
2018-06-17 11:26:09 -07:00
Henrik Rydgård
03175b74ef
Merge pull request #10957 from unknownbrackets/depal-bounds2
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GPU: Dirty tex when clearing or rendering to self
2018-06-06 22:22:01 +02:00
Unknown W. Brackets
2606365ba4
GPU: Use software transform for flat shading.
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Except on GLES where it works fine with the default provoking index.
This fixes #10969 so that it works everywhere.
2018-06-06 05:53:50 -07:00
Unknown W. Brackets
dca159c47e
GPU: Correct sw flat shading color on Vulkan/D3D.
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It was only correct on GLES before. This only fixes software transform.
2018-06-06 05:53:50 -07:00
Unknown W. Brackets
61fc1cdcfb
GPU: Dirty tex when clearing or rendering to self.
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This way if we're blitting, we'll re-blit.
2018-06-06 05:52:49 -07:00
Henrik Rydgård
b037efdb55
If there are multiple Vulkan devices, show a setting to allow the user to choose.
2018-06-06 10:20:12 +02:00
Henrik Rydgård
9485b04914
Never bind a NULL image view in Vulkan no matter what.
2018-06-01 18:51:37 +02:00
Unknown W. Brackets
e7d07aff71
Vulkan: Update shaders/state when dirty properly.
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Can't have been right before.
2018-05-27 22:28:09 -07:00