Henrik Rydgard
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e30daa8027
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Remove unused API, assorted cleanup.
No longer enable the geometry shader feature, no plans to use it.
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2019-02-05 21:31:43 +01:00 |
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Henrik Rydgard
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8e1a5ef3d6
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Minor refactor of physical device property/feature detection, to allow for more extension use.
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2019-02-05 18:07:17 +01:00 |
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Unknown W. Brackets
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b1e68c653c
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GPU: Avoid a missing virtual destructor warning.
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2018-12-01 13:59:47 -08:00 |
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Henrik Rydgård
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9c6f7000b7
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New spline stuff seems to need bigger storage buffer pools
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2018-11-11 22:52:37 +01:00 |
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xebra
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eca9386c05
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[spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer.
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2018-10-07 23:54:31 +09:00 |
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xebra
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ef53195ae8
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[spline/bezier]Surround with namespace Spline.
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2018-10-07 23:54:28 +09:00 |
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xebra
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41823f8780
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[spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing.
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2018-10-07 23:54:23 +09:00 |
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xebra
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89786b943d
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[spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders.
Add changing the quality of HW tessellation.
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2018-10-07 23:54:22 +09:00 |
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xebra
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a48a5b32f0
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[spline/bezier]Unify hardware tessellation of bezier and spline.
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2018-10-07 23:54:06 +09:00 |
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xebra
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3c0fb44f2e
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[spline/bezier]Improve hwtess to use cached weights.
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2018-10-07 23:54:05 +09:00 |
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xebra
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966ff32ee7
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[spline/bezier]Improve the logic of copying control-points.
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2018-10-07 23:53:36 +09:00 |
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Unknown W. Brackets
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a4c0640f01
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GE Debugger: Factor out host calls some.
Moving more of this to cross platform for the web debugger.
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2018-09-01 08:32:03 -07:00 |
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Unknown W. Brackets
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9bac603976
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GPU: Use HW transform for flat spline/bezier.
We can control the provoking vertex here, but it's less likely to matter.
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2018-06-28 19:30:20 -07:00 |
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Unknown W. Brackets
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e2c217ab29
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Core: More consistently use config enums.
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2018-06-23 10:59:18 -07:00 |
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Unknown W. Brackets
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d1fa9b97a3
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GPU: Remove some unused fields.
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2018-06-17 11:26:09 -07:00 |
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Henrik Rydgård
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03175b74ef
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Merge pull request #10957 from unknownbrackets/depal-bounds2
GPU: Dirty tex when clearing or rendering to self
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2018-06-06 22:22:01 +02:00 |
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Unknown W. Brackets
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2606365ba4
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GPU: Use software transform for flat shading.
Except on GLES where it works fine with the default provoking index.
This fixes #10969 so that it works everywhere.
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2018-06-06 05:53:50 -07:00 |
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Unknown W. Brackets
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dca159c47e
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GPU: Correct sw flat shading color on Vulkan/D3D.
It was only correct on GLES before. This only fixes software transform.
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2018-06-06 05:53:50 -07:00 |
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Unknown W. Brackets
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61fc1cdcfb
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GPU: Dirty tex when clearing or rendering to self.
This way if we're blitting, we'll re-blit.
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2018-06-06 05:52:49 -07:00 |
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Henrik Rydgård
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b037efdb55
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If there are multiple Vulkan devices, show a setting to allow the user to choose.
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2018-06-06 10:20:12 +02:00 |
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Henrik Rydgård
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9485b04914
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Never bind a NULL image view in Vulkan no matter what.
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2018-06-01 18:51:37 +02:00 |
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Unknown W. Brackets
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e7d07aff71
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Vulkan: Update shaders/state when dirty properly.
Can't have been right before.
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2018-05-27 22:28:09 -07:00 |
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Henrik Rydgård
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413a204138
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Vulkan: Semi-gross hack that massively improves the perf of MGS2:Acid.
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2018-04-13 17:32:56 +02:00 |
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Henrik Rydgård
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81276c8862
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Fix various bugs.
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2018-04-13 14:19:05 +02:00 |
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Henrik Rydgård
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29c41c6a35
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Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented.
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2018-04-13 14:19:01 +02:00 |
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Henrik Rydgård
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a3ed87bca5
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Some comment fixes and cleanup.
Not much point warning for those MIPS instructions - if games use them,
they use them carefully because games can't catch that exception anyway.
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2018-04-12 12:00:19 +02:00 |
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Henrik Rydgård
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36fd2711d6
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Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680 .
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2018-04-10 12:22:41 +02:00 |
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Henrik Rydgård
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8953d7ff73
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Revert "Comment fixes, reindentation."
This reverts commit 6fa9fcefb2 .
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2018-04-10 12:14:23 +02:00 |
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Unknown W. Brackets
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5f27a2e60a
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Vulkan: Track tags on emu textures.
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2018-04-06 21:43:18 -07:00 |
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Henrik Rydgård
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f1359af0b0
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Vulkan: Improve handling of shader compile failures (don't crash)
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2018-03-19 17:46:58 +01:00 |
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Henrik Rydgård
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614cabb115
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Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs.
The raw pipeline cache got pretty large. Instead, store IDs like GL.
There's still a disabled option to store the pipeline cache objects.
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2018-03-16 21:03:03 +01:00 |
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Henrik Rydgård
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8dc85c1a60
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Vulkan pipeline: Merge a few property fields to a flags field.
To make saving/loading them easier.
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2018-03-16 17:38:02 +01:00 |
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Henrik Rydgård
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3cd92b4d90
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Vulkan: Add a (disabled) facility to force image layouts to GENERAL, for debugging barrier issues
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2018-03-15 16:23:23 +01:00 |
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Henrik Rydgård
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0ed3deabe6
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Fix #10692 (crash when starting games from command line). Throw in some minor Vulkan fixes as well.
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2018-03-08 16:35:13 +01:00 |
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Henrik Rydgård
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6fa9fcefb2
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Comment fixes, reindentation.
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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40db61a680
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Remove further remains of hardware skinning. Fixes #10661
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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23980065ba
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Unify all the DrawEngine::SubmitPrim
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2018-02-26 11:07:30 +01:00 |
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Henrik Rydgård
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eb014e8c6b
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Try to be more consistent when initializing vulkan structs.
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2018-02-25 12:15:29 +01:00 |
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Henrik Rydgård
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b7b5c5e211
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Follow the spec rules about errors when allocating from descriptor pools
See https://www.khronos.org/registry/vulkan/specs/1.0/man/html/vkAllocateDescriptorSets.html
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2018-02-25 12:15:29 +01:00 |
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Henrik Rydgård
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8e0e5f9aa6
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Extract RecreateDescriptorPool()
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2018-02-25 12:15:29 +01:00 |
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Henrik Rydgård
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5d77c63216
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Vulkan: Need to count allocated descsets per frame separately from the map, since tess isn't even in-frame cached.
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2018-02-24 12:15:22 +01:00 |
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Henrik Rydgård
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d1a8514e72
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Vulkan: Dynamically grow descriptor pools as needed. Should help #10641 and similar issues.
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2018-02-24 10:24:11 +01:00 |
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Unknown W. Brackets
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22f65500f1
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GPU: Fix shader blending recopying.
This at least didn't look horrible like GLEs did, but still looked
odd in Lunar.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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b75c8b72c6
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Fix another little inconsistency (two uniforms were merged for bad reasons)
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2017-12-07 21:39:09 +01:00 |
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Henrik Rydgård
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d0c248368d
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Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it's unnecessary to have the UI put pressure on that.
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2017-12-03 10:29:41 +01:00 |
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Unknown W. Brackets
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243304a5e8
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Hashmaps: Fix missing maintain calls in non-GLES.
Should only matter if vertex cache is enabled.
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2017-12-02 18:27:18 -08:00 |
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Henrik Rydgård
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734d9c494c
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Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors.
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2017-12-02 11:05:10 +01:00 |
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Henrik Rydgård
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5fff54e804
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Fix another possible Vulkan shutdown bug
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2017-11-29 19:15:08 +01:00 |
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Henrik Rydgård
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0646dc749b
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Vulkan vertex cache: Fix memory leak
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2017-11-24 13:53:23 +01:00 |
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Henrik Rydgård
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b6911d2764
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Add a hidden debug option [Graphics]GfxDebugSplitSubmit to try to narrow down some Vulkan issues, see #10163. Also improve some asserts.
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2017-11-22 10:47:04 +01:00 |
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