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
Henrik Rydgård
413a204138
Vulkan: Semi-gross hack that massively improves the perf of MGS2:Acid.
2018-04-13 17:32:56 +02:00
Henrik Rydgård
81276c8862
Fix various bugs.
2018-04-13 14:19:05 +02:00
Henrik Rydgård
29c41c6a35
Implement shader depal for Vulkan. See #10908 . Bilinear filter not yet implemented.
2018-04-13 14:19:01 +02:00
Henrik Rydgård
a3ed87bca5
Some comment fixes and cleanup.
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Not much point warning for those MIPS instructions - if games use them,
they use them carefully because games can't catch that exception anyway.
2018-04-12 12:00:19 +02:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
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This reverts commit 40db61a680
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2018-04-10 12:22:41 +02:00
Henrik Rydgård
8953d7ff73
Revert "Comment fixes, reindentation."
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This reverts commit 6fa9fcefb2
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2018-04-10 12:14:23 +02:00
Unknown W. Brackets
5f27a2e60a
Vulkan: Track tags on emu textures.
2018-04-06 21:43:18 -07:00
Henrik Rydgård
f1359af0b0
Vulkan: Improve handling of shader compile failures (don't crash)
2018-03-19 17:46:58 +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
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
3cd92b4d90
Vulkan: Add a (disabled) facility to force image layouts to GENERAL, for debugging barrier issues
2018-03-15 16:23:23 +01:00
Henrik Rydgård
0ed3deabe6
Fix #10692 (crash when starting games from command line). Throw in some minor Vulkan fixes as well.
2018-03-08 16:35:13 +01:00
Henrik Rydgård
6fa9fcefb2
Comment fixes, reindentation.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Henrik Rydgård
23980065ba
Unify all the DrawEngine::SubmitPrim
2018-02-26 11:07:30 +01:00
Henrik Rydgård
eb014e8c6b
Try to be more consistent when initializing vulkan structs.
2018-02-25 12:15:29 +01:00
Henrik Rydgård
b7b5c5e211
Follow the spec rules about errors when allocating from descriptor pools
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See https://www.khronos.org/registry/vulkan/specs/1.0/man/html/vkAllocateDescriptorSets.html
2018-02-25 12:15:29 +01:00
Henrik Rydgård
8e0e5f9aa6
Extract RecreateDescriptorPool()
2018-02-25 12:15:29 +01:00
Henrik Rydgård
5d77c63216
Vulkan: Need to count allocated descsets per frame separately from the map, since tess isn't even in-frame cached.
2018-02-24 12:15:22 +01:00
Henrik Rydgård
d1a8514e72
Vulkan: Dynamically grow descriptor pools as needed. Should help #10641 and similar issues.
2018-02-24 10:24:11 +01:00
Unknown W. Brackets
22f65500f1
GPU: Fix shader blending recopying.
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This at least didn't look horrible like GLEs did, but still looked
odd in Lunar.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
b75c8b72c6
Fix another little inconsistency (two uniforms were merged for bad reasons)
2017-12-07 21:39:09 +01:00
Henrik Rydgård
d0c248368d
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.
2017-12-03 10:29:41 +01:00
Unknown W. Brackets
243304a5e8
Hashmaps: Fix missing maintain calls in non-GLES.
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Should only matter if vertex cache is enabled.
2017-12-02 18:27:18 -08:00
Henrik Rydgård
734d9c494c
Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors.
2017-12-02 11:05:10 +01:00
Henrik Rydgård
5fff54e804
Fix another possible Vulkan shutdown bug
2017-11-29 19:15:08 +01:00
Henrik Rydgård
0646dc749b
Vulkan vertex cache: Fix memory leak
2017-11-24 13:53:23 +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
713afdfe49
Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
2017-11-19 12:39:09 +01:00
Henrik Rydgård
ce2b5df985
Vulkan: Break apart DecodeVerts
2017-11-19 12:33:20 +01:00
Henrik Rydgård
766ddf9148
Temporarily turn off Vulkan threading on AMD, see issue #10097 .
2017-11-16 21:40:00 +01:00
Henrik Rydgård
3e3214d54a
Vulkan: Fix bug where shader blend texture overwrote normal texture binding. Fixes #10135
2017-11-15 20:43:29 +01:00
Henrik Rydgård
ce1bc7fc3f
Fixes problem switching between non-through triangles and rects. Helps a small part of #6554
2017-11-14 09:27:03 +01:00
Henrik Rydgård
35437e6b62
Kill off more unused duplicate code
2017-11-13 16:50:45 +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
14e9c9da80
Minor cleanup, fix a comment.
2017-11-13 10:35:31 +01:00
Unknown W. Brackets
d4c345c870
Vulkan: Tweak stencil value from clears.
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Both changes fix graphical artifacts in Final Fantasy 4.
2017-11-12 10:51:32 -08:00
Henrik Rydgård
232e30f4db
Vulkan: When deriving stencilref from color, don't forget to update the value.
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Plus minor cleanups.
2017-11-12 19:33:21 +01:00
Henrik Rydgård
4346a54eb7
Vulkan: Speed up and simplify hardware tesselation by using storage buffers.
2017-11-12 13:55:42 +01:00
Henrik Rydgård
c05fe8382a
hwtess: Shrink Vulkan UV textures
2017-11-12 11:04:17 +01:00
Henrik Rydgård
da09e10aa3
Make the interface to hw tess slightly more flexible.
2017-11-12 11:04:13 +01:00