Commit graph

1512 commits

Author SHA1 Message Date
Henrik Rydgård
dfb446f89d Allow other backends than Vulkan to have GPU memory stats. Implement for GL. 2023-05-24 14:33:01 +02:00
Henrik Rydgård
f16f879b41 Some renaming to follow the standard of appending _ to member vars 2023-05-23 18:00:50 +02:00
Henrik Rydgård
d51d1413a3 DrawEngineCommon: Rename decoded to decoded_ 2023-05-23 16:46:43 +02:00
Henrik Rydgård
a4baed4c0c Minor GLPushBuffer cleanup (now same API as the VK one) 2023-05-23 08:41:09 +02:00
Henrik Rydgård
05b6bbdc56 Add a trivial profiling tool to the OpenGL backend - meaasure the time it takes to run a frame of commands.
Accessed from the in-game dev menu just like the Vulkan frame profiler.

With this we can easily see that actually submitting the GL commands is often the bottleneck on old
devices like a Galaxy S3.
2023-05-17 14:38:11 +02:00
Henrik Rydgård
9512bc6174 Don't cache render target copies for shader blending, only cache copies for overlap
Fixes #17451, while also keeping the Dante performance fix from #17032.

Of course, it's possible that something else could slow down now... But
hopefully not. This could also fix other problems.
2023-05-11 12:04:29 +02:00
Henrik Rydgård
b42670cf59 Manually revert the rest of the lmode optimization 2023-05-09 18:44:24 +02:00
Henrik Rydgård
f42c682d34 Revert "Merge pull request #16628 from hrydgard/remove-fog-fshader-flag"
This reverts commit 10dee90c83, reversing
changes made to 34c11c8acf.
2023-05-08 22:01:38 +02:00
Henrik Rydgård
14887d6b04 Bump shader cache version (should have done it in the release) 2023-05-06 16:15:32 +02:00
Henrik Rydgård
d56e27aa2c Let's have DispatchFlush check for drawcalls before calling DoFlush, too. 2023-05-03 23:49:41 +02:00
Henrik Rydgård
c9b7c815a1 ~GPU_Vulkan: Check that we still have a draw_ pointer before trying to drain the compile queue. 2023-05-03 22:33:34 +02:00
Henrik Rydgård
2cca0b265e Vulkan: Turn off the ubershader on T880, T860 and T830 on old driver versions. 2023-05-03 11:53:32 +02:00
Henrik Rydgård
97488c0a79 Vulkan: Before cleaning the shader managers, drain the shader compile queue.
Mainly paranoia, but might help with the mutex crash from #17364
2023-05-02 22:05:28 +02:00
Henrik Rydgård
16b243b007 Centralize allocation of vertex decode buffers 2023-04-24 12:11:58 +02:00
Henrik Rydgård
ccab375ddb
Merge pull request #17246 from hrydgard/i18n-indexing
I18N: Switch to getting categories by index instead of by string lookup
2023-04-08 09:20:51 +02:00
Henrik Rydgård
3616e0fb3c Revert "Turn off light ubershader generation on Broadcom GPUs."
See #16824

This reverts commit 1374fb040c.
2023-04-07 16:43:50 +02:00
Henrik Rydgård
ee6234ecb6 I18N: Switch to getting categories by index instead of by string lookup
Also gets rid of the shared_ptr usage, and generally makes things nicer.

Needed for later config refactorings, good to get in early.
2023-04-07 10:35:01 +02:00
Henrik Rydgård
3a69569580 Don't use inaccurate depth with Vulkan on any GPU except some special-cased Mali drivers.
Fixes #17044
2023-04-03 22:36:13 +02:00
Henrik Rydgård
1374fb040c Turn off light ubershader generation on Broadcom GPUs.
Attempt at working around #16824
2023-04-02 17:39:28 +02:00
Henrik Rydgård
5e6d181eb6 Vulkan: Disable framebuffer fetch (through input attachments) for now.
This is a conceptually cool trick that just doesn't seem to be worth
it, compared to the old approach of copy + blend-in-shader. I haven't
found any game that benefits more than absolutely minimally, and having
two paths to test isn't great, when the win is so small.

So I'm disabling it. I'm keeping the code for now, but might clear it
out later.

Fixes #17069
2023-04-01 23:07:32 +02:00
Henrik Rydgård
4e41233bb7 Replacement: Save textures even if already replaced, if the png is missing.
Fixes #17182

Not exactly sure what behavior we really want, but I think this one is
OK, and at least more similar to the old one. Now we save
already-replaced textures if the named replacement texture is missing, and there
isn't already a hash-named one in new or the "root".
2023-03-27 15:43:18 +02:00
Henrik Rydgård
b13c5c2d1b Add compat setting to force using maximum depth resolution
Fixes #17014

Even if our depth-testing-equal heuristic believes that the game needs
lower depth resolution.

This removes some depth-fighting artifacts (that are present on the real
PSP, but nice to avoid) in Outrun, Split/Second and Cars: Race-o-Rama -
essentially reverting these to the behavior we had before the heuristic.

(The heuristic is good though - it means less compat.ini hacks going in
the other direction).

In the case of Outrun, this relies on two passes that pass exactly the
same vertex coordinates twice resulting in the exact same final
geometry. This is actually guaranteed by the spec if the vertex math is
exactly the same and "invariant" is set on the position output, though
I guess you never know.. Haven't seen any issues at least.

Also sneak in disabling some validation messages from using extra Vulkan
validation layers other than the default.
2023-03-26 00:27:58 +01:00
Henrik Rydgård
d586ec0d5e Don't create Host objects except in headless/unittest 2023-03-25 10:47:01 +01:00
Henrik Rydgård
9e125eeba7 Remove NotifyUserMessage from Host 2023-03-25 10:32:09 +01:00
Henrik Rydgård
75bcb9b10c Some renaming, flag updates 2023-03-18 11:46:22 +01:00
Henrik Rydgård
5f76fbe1ad Implement padding-on-copy for compressed textures as well. 2023-03-17 14:00:14 +01:00
Henrik Rydgård
cf6cce0744 Remove scaleFactor from struct ReplacedTextureDecodeInfo, instead pass in both unscaled and scaled dimensions 2023-03-16 10:21:57 +01:00
Henrik Rydgård
f2a5a5abe7 Avoid input/output arguments in the texture scaler too 2023-03-16 10:14:41 +01:00
Henrik Rydgård
87a16b0386 Fix the stats 2023-03-15 10:19:00 +01:00
Henrik Rydgård
089b63c22f Address feedback, except the stats. 2023-03-15 10:09:39 +01:00
Henrik Rydgård
2ac74e3d37 Remove the PushBufferType enum 2023-03-15 09:59:00 +01:00
Henrik Rydgård
181ddf8266 Change the API of the old VulkanPushBuffer to match VulkanPushPool. 2023-03-15 09:56:32 +01:00
Henrik Rydgård
6d3a25e81f Tweak some sizes. 2023-03-15 01:25:03 +01:00
Henrik Rydgård
c8b25e50b0 Better debug vis for push pools 2023-03-15 01:25:03 +01:00
Henrik Rydgård
9fcd6d6612 Use thin3d's push pool in the draw engine too. 2023-03-15 01:25:03 +01:00
Henrik Rydgård
700b1cd6a7 More conversion to pushPool 2023-03-15 01:25:03 +01:00
Henrik Rydgård
3d372400e1 Start converting over to it 2023-03-15 01:25:03 +01:00
Henrik Rydgård
56d792f422 Sketch the new VulkanPushPool 2023-03-15 01:25:00 +01:00
Henrik Rydgård
effbe6376a Remove an unused VulkanPushBuffer.
Saves about 0.75MB of VRAM, but mainly just to clean things up.

I think I meant to use this one instead of grabbing the one from
DrawEngine in the TextureCache.
2023-03-14 23:39:47 +01:00
Henrik Rydgård
6d520d6d6b Vulkan: Enable mobile compressed formats too (oops) 2023-03-14 11:55:21 +01:00
Henrik Rydgård
91900eda7e Don't try to generate mips for compressed replacement images 2023-03-14 11:55:21 +01:00
Henrik Rydgård
2b1e87792f Vulkan: During texture upload, batch the buffer->image copies to do all the mips at once. 2023-03-14 10:11:19 +01:00
Henrik Rydgård
1860a73d58 Address feedback from previous PR 2023-03-12 23:15:09 +01:00
Henrik Rydgård
f88633b696 Add support for loading multiple mipmaps from DDS files. 2023-03-12 23:05:45 +01:00
Henrik Rydgård
6a84d96a3c Add actual support for DDS textures to the replacer. Vulkan only. 2023-03-11 11:34:28 +01:00
Henrik Rydgård
092bbf5eaa Fix saving of textures 2023-03-09 10:51:15 +01:00
Henrik Rydgård
bda09be109 Texture color format doesn't belong as a per-level property, that's not supported.
All levels of a texture must have the same format.
2023-03-09 00:10:46 +01:00
Henrik Rydgård
4ba2001479 Replacer: Make the cache data model texture-centric instead of level-centric 2023-03-09 00:10:46 +01:00
Henrik Rydgård
226197f30f Replace "none_" with nullptr. 2023-03-08 13:17:10 +01:00
Henrik Rydgård
3b39e9e068 Turn the VFS into a class, to be able to reuse it for other purposes. 2023-03-06 16:42:47 +01:00