Henrik Rydgard
128c0adc39
Vulkan: Fix typo, bump shader cache version.
2019-02-04 14:22:19 +01:00
Henrik Rydgard
c38c5469c4
Fixes for issues found by Vulkan validation layers, including a common non-harmful perf warning (doesn't fix all cases, but does fix the most common one).
2019-01-25 20:18:56 +01:00
Unknown W. Brackets
40ca49d0e3
GPU: Cancel shader preload on shutdown/lost.
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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
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
Unknown W. Brackets
cddc7b5dc5
Vulkan: Fix cache file error handling warnings.
2018-04-14 10:59:41 -07:00
Henrik Rydgård
1c99ebcbcc
Fix DecFmt bug
2018-04-10 12:12:47 +02:00
Henrik Rydgård
69309aa400
Revert "Remove some remains of software skinning"
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This reverts commit 2d33d526b8
.
2018-04-10 11:21:56 +02:00
Henrik Rydgård
170b600835
Oops, fix mistake in #10834
2018-03-29 16:21:58 +02:00
Henrik Rydgård
d160292f54
Include renderpass definition in Vulkan shader cache entries, should make it more effective again.
2018-03-29 14:36:04 +02:00
Henrik Rydgård
24b9fb6ea9
Buildfix
2018-03-19 18:14:57 +01:00
Henrik Rydgård
f1359af0b0
Vulkan: Improve handling of shader compile failures (don't crash)
2018-03-19 17:46:58 +01:00
Henrik Rydgård
7ce5f8d29c
Delete some mistaken logging code
2018-03-19 14:44:20 +01:00
Henrik Rydgård
3e5757d7d7
Minor improvement in pipeline-to-string (debug)
2018-03-19 11:19:10 +01:00
Henrik Rydgård
8f87a9f5c5
Vulkan: De-duplicate pipelines when storing cache
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The new variety of renderpasses with different transitions causes
duplication. Hopefully drivers are smart enough to re-use work
between similar pipelines as much as possible...
2018-03-19 11:18:37 +01:00
Unknown W. Brackets
7ae4a9e977
Vulkan: Load shaders/pipelines on thread.
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In case it's slow when not reading raw cache data.
2018-03-17 07:42:07 -07:00
Henrik Rydgård
1bb7be489f
Remove some unused tracking of whether lighting is used by a shader
2018-03-17 10:33:50 +01:00
Henrik Rydgård
614cabb115
Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs.
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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
2d33d526b8
Remove some remains of software skinning
2018-03-16 20:38:05 +01:00
Henrik Rydgård
8dc85c1a60
Vulkan pipeline: Merge a few property fields to a flags field.
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To make saving/loading them easier.
2018-03-16 17:38:02 +01:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Henrik Rydgård
eb014e8c6b
Try to be more consistent when initializing vulkan structs.
2018-02-25 12:15:29 +01:00
Unknown W. Brackets
b94ca6e75e
Vulkan: Use depth clamping, where available.
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This fixes, for example, Shadow of Destiny, even without the hack.
2017-12-26 16:54:39 -08:00
Henrik Rydgård
04913be779
Move pushbuffer map/unmap to the .cpp file to avoid inlining (for stack traces)
2017-11-29 20:13:38 +01:00
Henrik Rydgård
543bb34dbc
Yet another buildfix, sorry :/
2017-11-22 15:35:01 +01:00
Henrik Rydgård
b6911d2764
Add a hidden debug option [Graphics]GfxDebugSplitSubmit to try to narrow down some Vulkan issues, see #10163 . Also improve some asserts.
2017-11-22 10:47:04 +01:00
Henrik Rydgård
4788221251
Vulkan shader view (debug): Add a simple textural representation (incomplete) of pipelines
2017-11-13 15:27:06 +01:00
Henrik Rydgård
5c7f7c1df6
Vulkan: Make sure to clear the pipeline key to avoid padding bytes causing us to allocate duplicate pipelines.
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Also pack the struct better.
2017-11-13 15:20:11 +01:00
Henrik Rydgård
3e749a94ce
Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats.
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This can cut down the number of pipelines to a third or less in some
games. However, benefit is likely smaller since Vulkan drivers will
deduplicate shaders inside each vkPipelineCache object.
Helps #10106 while not actually implementing any of the suggestions inside.
2017-11-13 11:22:33 +01:00
Henrik Rydgård
525cb40f84
Vulkan: Support wide lines if available on the GPU.
2017-11-12 10:17:49 +01:00
Henrik Rydgård
70c70b1e76
Vulkan: Some error handling improvement. Might get us a clue for #10065
2017-11-07 00:08:39 +01:00
Henrik Rydgård
804aa79376
Various Vulkan image transition fixes and related
2017-10-20 18:09:05 +02:00
Henrik Rydgård
e0e13e191f
Replace the most critical unordered_maps and maps with two new maps: FastHashMap and PrehashMap.
2017-08-20 11:30:19 +02:00
Henrik Rydgård
b9b2656e93
More vulkan microoptimizations. Add more profiler scopes.
2017-08-18 13:48:11 +02:00
Henrik Rydgård
c173da49d3
Fix a number of bugs and stuff affecting Vulkan on Mali
2017-05-30 09:36:17 +02:00
Henrik Rydgård
2b93338255
Vulkan backend: Fix various issues, can almost run in buffered now (except the final blit)
2017-05-30 09:36:17 +02:00
Unknown W. Brackets
39d6ea2985
Vulkan: Auto-set queued deletes to null.
2016-10-09 12:16:42 -07:00
Unknown W. Brackets
d80598d03f
Vulkan: Fix double free in pipeline manager.
2016-10-09 11:39:09 -07:00
Unknown W. Brackets
a4268fe0b8
Vulkan: Prep pipeline and shader cache for restore.
2016-10-09 11:28:10 -07:00
Henrik Rydgard
861a30a6cd
Fix an assortment of minor resource leaks, make vulkan validator happier.
2016-04-02 11:06:39 +02:00
Henrik Rydgard
731af0d0b4
Add some infrastructure for 2D drawing, to be used by the Vulkan framebuffer manager
2016-03-31 00:49:10 +02:00
Unknown W. Brackets
3a08ff5c06
Vulkan: Use new stencil state calculation.
2016-03-26 20:15:41 -07:00
Henrik Rydgard
0b1cfaf751
Be more economical with UBO pushbuffer space by reusing the last data when possible.
2016-03-20 19:35:31 +01:00
Henrik Rydgard
8e9acff6aa
Always specify depthstencil state in pipelines.
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Turns out it's only OK to leave out if rendering only to color,
otherwise behaviour is undefined - which means it may still be enabled.
2016-03-20 19:35:03 +01:00
Henrik Rydgard
3e268e4d37
Mem leak fixes, cleanups
2016-03-20 19:31:02 +01:00
Unknown W. Brackets
323130eb86
Don't crash as hard on shader compile error.
2016-03-20 19:31:02 +01:00
Henrik Rydgard
76d8a87b2f
Vulkan: Attempt at fixing dual source blending. Should work but doesn't.
2016-03-20 19:31:02 +01:00
Henrik Rydgard
d325aa2b30
Hook up Vulkan on Android, no idea if it works. Move VulkanContext to Common.
2016-03-20 19:30:11 +01:00
Henrik Rydgard
2481714a8e
Load Vulkan dynamically. Fix Android build (though - Vulkan is not working on Android yet)
2016-03-20 19:30:11 +01:00
Henrik Rydgard
5a72564583
Cleanup
2016-03-20 19:30:11 +01:00
Henrik Rydgard
1677697735
Vulkan: Don't try to overlap proj with proj_through, will need a different approach.
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Also, assorted bugfixes.
2016-03-20 19:30:11 +01:00