Commit graph

623 commits

Author SHA1 Message Date
Henrik Rydgård
1cfc7b11b8 Only force indexed draws on PowerVR / Vulkan. 2023-01-11 22:59:30 +01:00
Henrik Rydgård
cf52324e9e Vulkan: Fix pipeline cache clearing.
Extracted from #16759 and bugfixed. Fixes a leak of Vulkan pipelines.

I guess another way would be to queue the variants for destruction at
the same time as we queue the callback, but I like this better.
2023-01-09 09:49:55 +01:00
Henrik Rydgård
44f60ba2f0 Remove overly noisy log 2023-01-05 08:38:53 +01:00
Henrik Rydgård
7e374c9324 Address feedback, more fixes 2023-01-05 08:38:53 +01:00
Henrik Rydgård
1353817afa
Merge pull request #16689 from unknownbrackets/vk-shutdown
Vulkan: Avoid race in compile thread exit
2023-01-01 15:59:55 +01:00
Unknown W. Brackets
6c79d94814 Vulkan: Avoid race in compile thread exit. 2023-01-01 06:40:26 -08:00
Henrik Rydgård
9ceffa284d Vulkan: Add robustness against bad shader module compiles 2022-12-31 12:21:53 +01:00
Henrik Rydgård
d2feb444b7 Bunch of defensive programming around shaders 2022-12-31 12:21:51 +01:00
Henrik Rydgård
d83f84fdfd DrawContext destructor: Need to call DestroyPresets earlier. 2022-12-29 17:32:49 +01:00
Henrik Rydgård
708162a2b0 Vulkan validation layers: Cap outputting the same message at 10 times. 2022-12-29 00:39:59 +01:00
Unknown W. Brackets
4f216c941e Vulkan: Fix reverse dependency on config. 2022-12-27 15:32:35 -08:00
Unknown W. Brackets
682f5fae97 UI: Fix reverse-dependency in PathBrowser. 2022-12-27 15:08:57 -08:00
Unknown W. Brackets
ec309d55ab GPU: Cleanup definition of shader resources.
Was in the wrong header file, which was a bit confusing.
2022-12-27 14:35:49 -08:00
Unknown W. Brackets
348b6f12f3 Vulkan: Remove some unused values. 2022-12-26 10:14:15 -08:00
Henrik Rydgård
25115fee7f Found a bug where we tried to look up queue family -1 when initializing the frame profiler. 2022-12-23 11:37:59 +01:00
Henrik Rydgård
31d5881c90 Enable support for Android Vulkan validation. Fix a minor validation error. 2022-12-22 11:13:52 +01:00
Henrik Rydgård
6922ee7e52 Add some asserts in the hope of gathering some more info (and consolidating some crashes). 2022-12-18 21:58:20 +01:00
Henrik Rydgård
26884150d7 Remove the 0th descriptor set, move everything else back to 0 2022-12-16 13:05:40 +01:00
Henrik Rydgård
e6b7817cc6 Disable pre-rotation for 270 degree transform (inverse landscape).
Causes bizarre issues, see #15773
2022-12-15 11:29:11 +01:00
Henrik Rydgård
a44af59f3a Use vendor instead of lazy memory to detect tiling GPUs. 2022-12-14 16:59:20 +01:00
Henrik Rydgård
11366a2ded Don't refer directly to g_Config.iMultiSampleLevel, it can contain unsupported modes. 2022-12-14 16:43:37 +01:00
Unknown W. Brackets
8c1a247b7b Vulkan: Cleanup some logspam. 2022-12-13 18:29:23 -08:00
Henrik Rydgård
00ebf4957f Make shader cache loading a bit more lenient. 2022-12-13 23:06:57 +01:00
Henrik Rydgård
30e1bc0540 Some logging improvements 2022-12-13 16:29:07 +01:00
Henrik Rydgård
73cd9fac7d Tiny optimization in PipelineDesc 2022-12-13 15:16:11 +01:00
Henrik Rydgård
675c282286 Hides the D3D9 option on Intel Xe graphics.
For whatever reason, it really doesn't work for me, while all three other
backends work perfectly. So let's just hide it.

You can still enable it through the ini file for debugging purposes.
2022-12-11 20:55:09 +01:00
Unknown W. Brackets
9cfcbc46e6 Global: Cleanup initialization/pointer checks.
Cleaning up a lot of cases of uninitialized data, unchecked return values
for failures, and similar.
2022-12-10 21:13:36 -08:00
Unknown W. Brackets
a7b7bf7826 Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
Unknown W. Brackets
f44852bb18 Global: Cleanup virtual/override specifiers.
Also missing virtual destructors, hidden non-overrides, etc.
2022-12-10 21:13:36 -08:00
Henrik Rydgård
cdb830f390 Minor optimization/cleanup 2022-12-10 12:05:40 +01:00
Henrik Rydgård
a8939f456a Remove dead code, validation fix in GE debugger
See #16490
2022-12-04 00:49:48 +01:00
Unknown W. Brackets
3f620dba58 Vulkan: Reduce some logging when things are fast.
On startup especially this spams sometimes.
2022-12-03 14:56:58 -08:00
Unknown W. Brackets
78ed8d45a7 Vulkan: Defer deletion of shader module promises. 2022-12-03 14:53:10 -08:00
Unknown W. Brackets
53eedf06e3 Vulkan: Track pipeline desc using a refcount.
Not very safe to not allow deletes, and don't want to force Draw objects
on the deleter (this is referenced by them.)
2022-12-03 14:52:06 -08:00
Henrik Rydgård
238c9439e3
Merge pull request #16491 from unknownbrackets/cleanup
Quick cleanup
2022-12-03 16:38:32 +01:00
Unknown W. Brackets
e50eae1bfb GPU: Cleanup some bounds checks, assignments. 2022-12-03 07:17:12 -08:00
Henrik Rydgård
d554085388 Implement copy operation properly for the multisampled case 2022-12-02 15:25:02 +01:00
Henrik Rydgård
2d6c632bfe Check resolve mode, just to be safe. 2022-12-02 15:19:06 +01:00
Henrik Rydgård
75b558eb5f Address feedback 2022-12-02 14:35:43 +01:00
Henrik Rydgård
5610734d40 Assert improvement 2022-12-02 00:30:06 +01:00
Henrik Rydgård
8a3e92aa38 Not pretty, but with this, you can switch MSAA level at runtime. 2022-12-01 23:41:31 +01:00
Henrik Rydgård
28e1b532bd Detect Apple/MoltenVK and allow multisampling. Unfortunately no support for sample rate shading. 2022-12-01 22:49:01 +01:00
Henrik Rydgård
29a2157485 Correctly handle input attachments with CreateRenderpass2. But also don't use it while not multisampling. 2022-12-01 22:49:01 +01:00
Henrik Rydgård
4990683cf2 Implement "enhanced" multisample quality setting 2022-12-01 22:49:00 +01:00
Henrik Rydgård
8208768c15 Add a pipeline flag for USES_DISCARD. Will be used for the MSAA quality setting. 2022-12-01 22:49:00 +01:00
Henrik Rydgård
a0f27c7442 Implement depth/stencil resolve. (We probably only need depth resolve since we don't texture from stencil, but whatever). 2022-12-01 22:49:00 +01:00
Henrik Rydgård
8b9b80f044 Add path that uses CreateRenderpass2, we're gonna need it for depth resolve. 2022-12-01 22:49:00 +01:00
Henrik Rydgård
e3679df6cf Fix switching between MSAA levels 2022-12-01 22:49:00 +01:00
Henrik Rydgård
4dfce4f6bc Basically working MSAA on desktop GPUs! Some glitches remain. 2022-12-01 22:49:00 +01:00
Henrik Rydgård
06af304c8d Multisampling groundwork 2022-12-01 22:49:00 +01:00