Henrik Rydgård
2261029536
Delete unused duplicate functions
2017-11-13 15:57:59 +01:00
Henrik Rydgård
04e313ecba
Unify Execute_Bezier and Execute_Spline
2017-11-13 10:45:27 +01:00
Henrik Rydgård
68c7b7dfec
Fix driver version display on Vulkan. Enable dualsrc blend on newer AMD drivers. Fixes #10109
2017-11-13 09:44:35 +01:00
Henrik Rydgård
93e148fed6
Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P
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Bit hacky but works.
2017-11-12 16:12:26 +01:00
Henrik Rydgård
525cb40f84
Vulkan: Support wide lines if available on the GPU.
2017-11-12 10:17:49 +01:00
Unknown W. Brackets
7041341d1a
SaveState: Avoid clearing shaders in all backends.
2017-11-11 08:17:04 -08:00
Henrik Rydgård
47c06b9633
Vulkan: Enable the "accurate depth" codepath, using the same formula as D3D9.
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As a side effect, this should fix #10082 since backwards depth is no
longer used.
2017-11-11 11:36:26 +01:00
Henrik Rydgård
9519b89056
Experimenally disable dual source blending on AMD too for Vulkan, see #10065
2017-11-10 18:28:38 +01:00
Henrik Rydgård
8b42d83123
Vulkan: Remove duplicate depalShaderCache, fix a number of instances where we didn't use the deleter properly.
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Plus more logging, of course.
2017-11-09 17:25:37 +01:00
Henrik Rydgård
6eb58b1252
Keep the draw context up to date in a bunch of places. More logging.
2017-11-09 16:28:22 +01:00
Henrik Rydgård
ec504756e0
Vulkan: Improve init/shutdown logging on Android. Fix a bug where we'd not run InitDeviceObjects on GPU_Vulkan sometimes.
2017-11-09 16:02:05 +01:00
Henrik Rydgård
25f32b1d78
Vulkan: Disable dual source blending on Intel GPUs, fixes #10074 .
2017-11-09 13:16:06 +01:00
Henrik Rydgård
d618b3673b
Count readbacks in a frame and show in GPU debug stats.
2017-11-08 11:57:53 +01:00
Henrik Rydgård
8c69be9bfa
Get rid of GPUCommon's "Internal" functions.
2017-11-05 23:21:52 +01:00
Henrik Rydgård
26e52ca5e8
Get rid of a bunch of sync stuff that's no longer needed.
2017-11-05 23:21:49 +01:00
Henrik Rydgård
d5f8d484dd
Tiny cleanups.
2017-11-04 10:08:53 +01:00
Henrik Rydgård
533f80a056
Fix bug in Vulkan's vertex shader generator, causing stretched characters in Jeanne D'arc.
2017-11-01 11:47:05 +01:00
Henrik Rydgård
6a8f72a327
Use the global curFrame counter. No need for a vector for pushing cmdbufs.
2017-11-01 08:47:50 +01:00
Henrik Rydgård
65e23bb9f3
Some reorganization. Start implementing framebuffer depal for Vulkan.
2017-10-31 12:34:31 +01:00
Henrik Rydgård
b886efe8f5
Another minor cleanup (DescribeCodePtr)
2017-10-20 11:06:12 +02:00
Henrik Rydgård
4a30aedc53
Unify and move around code to cleanup some debug accessors
2017-10-18 13:10:05 +02:00
Henrik Rydgård
d53c88456a
Unify GetFramebufferList() (trivial)
2017-10-18 12:49:15 +02:00
Henrik Rydgård
2f85e6516e
Minor optimizations (use the new hashmap in a few more places)
2017-08-20 19:18:46 +02:00
Henrik Rydgård
91783a3281
SIMD-optimize some data conv routines used in uniform updates.
2017-08-20 11:43:35 +02:00
Henrik Rydgård
b9b2656e93
More vulkan microoptimizations. Add more profiler scopes.
2017-08-18 13:48:11 +02:00
Henrik Rydgård
5680332343
Minor cleanups
2017-08-17 15:20:21 +02:00
Henrik Rydgård
2c4e5e2303
Fastpath in fastrunloop when diff=0. Remove need for Execute for UV scale/offset.
2017-08-17 15:20:16 +02:00
Henrik Rydgård
71baecabd6
Make FLAG_FLUSHBEFORE a no-op, move flushes into the execution functions.
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It would only be necessary if we needed the previous value, which we
don't do in any of these.
2017-08-17 15:20:10 +02:00
Henrik Rydgård
50d771961b
Vulkan: More minor optimization (avoid pipeline cache lookups when possible)
2017-08-15 16:01:50 +02:00
Henrik Rydgård
983bb3bd0f
Can't dirty VERTEXSHADER_STATE before the flush in Execute_VertexTypeSkinning, causes obscure bugs when software skinning is enabled
2017-08-15 14:27:54 +02:00
Henrik Rydgård
4e7099bf47
Vulkan: Fix some more state dirtying issues.
2017-08-15 10:51:44 +02:00
Unknown W. Brackets
c84efcfc97
Dirty vertexshader state on hw bezier/spline.
2017-08-14 11:36:06 +02:00
Henrik Rydgard
56cd991833
All: Only recompute the vertex shader ID when dirty
2017-08-14 11:36:06 +02:00
Henrik Rydgard
e2b179d6e2
All: Only convert depth stencil state if dirty
2017-08-14 11:14:26 +02:00
Henrik Rydgard
e4567c694c
All: Only convert blend state if "dirty"
2017-08-14 11:14:26 +02:00
Unknown W. Brackets
4a56e6ff83
GE Debugger: Fix recording in softgpu.
2017-06-04 10:38:58 -07:00
Unknown W. Brackets
dca75437c3
GPU: Refactor common frame dumping code.
2017-06-03 15:29:07 -07:00
Henrik Rydgård
665a2c04cb
Implement software skinning for the Vulkan backend. Fixes #9753
2017-06-02 11:47:14 +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
Henrik Rydgard
d4e1fc8d93
More vulkan shutdown fixes
2017-05-07 11:08:09 +02:00
Henrik Rydgard
ff6fcc9179
More vulkan fixes
2017-05-07 10:53:04 +02:00
Unknown W. Brackets
fd4399e108
GPU: Centralize fb resize, move to begin of frame.
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It makes more sense here, because otherwise when you change it from the UI
settings, it takes a frame to "kick in".
2017-04-24 12:02:52 -07:00
Unknown W. Brackets
030f803002
Remove unused parameter to DestroyAllFBOs().
2017-04-13 23:07:21 -07:00
Henrik Rydgard
22d5acb40e
Depal: Use the full CLUT mode setting as the depal shader key. Fixes #9550 for both D3D11 and D3D9.
2017-04-04 11:09:29 +02:00
Henrik Rydgård
1faae8b6d6
Port some other minor changes over from #9255
2017-04-03 16:47:30 +02:00
Unknown W. Brackets
d4ff7cc928
Spline: Simplify uniforms/dirty to one check.
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This makes backends more consistent in which values they use, and reduces
the (relatively uncommon compared to other drawcalls) dirty checks for
splines.
2017-03-19 20:05:56 -07:00
Henrik Rydgard
5a946d985b
Unify most of the rest of the command table entries
2017-03-14 13:47:34 +01:00
Henrik Rydgard
c74d6fcde7
Unify some vertex shader related settings in the command tables
2017-03-14 13:44:18 +01:00
Henrik Rydgard
cd6d5a0d7f
Unify fragment shader settings in the command table
2017-03-14 13:42:48 +01:00