Commit graph

3936 commits

Author SHA1 Message Date
Henrik Rydgård
def09bf575 Update the uvscale uniform a bit more conservatively on framebuffer changes
Plus fixes a few minor oversights

Fixes #17581 and possibly #17522
2023-06-15 11:57:30 +02:00
Henrik Rydgård
22632b82bd
Merge pull request #17565 from hrydgard/breakout-vcache-vulkan
Vulkan: Breakout the vertex cache logic from DoFlush()
2023-06-13 09:56:52 +02:00
Henrik Rydgård
880379c15d Extract some minor changes from #17497 2023-06-12 20:20:06 +02:00
Henrik Rydgård
186b0f105c Simplify the vertex cache ID handling 2023-06-12 13:16:13 +02:00
Henrik Rydgård
53aa2cc596 Apply stencil writemask when clearing properly again, see #17478
Also renames vpAndScissor to vpAndScissor_ for consistency.
2023-06-12 11:49:44 +02:00
Henrik Rydgård
72cf531759 Bump shader cache version 2023-05-25 10:19:01 +02:00
Henrik Rydgård
7178c0cd42 Restore fragmentshader ID flags double and texalpha. Add a ubershader mode that uses dynamic state. 2023-05-25 10:19:01 +02:00
Henrik Rydgård
bb6d696a84 Merge the tex "ubershader" uniforms into one for convenience 2023-05-25 10:19:01 +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
84da0327d6 GLQueueRunner: Make DrawIndexed parameters more consistent. 2023-05-23 17:49:11 +02:00
Henrik Rydgård
f56ef63ef5 Remove redundant function 2023-05-23 16:50:25 +02:00
Henrik Rydgård
d51d1413a3 DrawEngineCommon: Rename decoded to decoded_ 2023-05-23 16:46:43 +02:00
Henrik Rydgård
d7ea2ebf8a GL: Add tags to push buffers for debug purposes. Double the default vertex buffer size. 2023-05-23 15:53:41 +02:00
Henrik Rydgård
cb38c43d7e GL render manager: Merge the two stencil commands, for more compact command lists 2023-05-23 09:14:23 +02:00
Henrik Rydgård
470ebbfe73 GL: When setting a stencil value for clear, override both func and op for consistency. 2023-05-23 09:14:23 +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
b27c427547 We always bind and draw together, so let's combine them to one command. 2023-05-10 10:56:25 +02:00
Henrik Rydgård
8f2069ef71 GLQueueRunner: Combine BindVertexBuffer with BindIndexBuffer 2023-05-10 09:23:10 +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
c80671d9ea Debug-assert that there's a renderpass in Flush instead of asserting, and skip if not.
buildfix
2023-05-03 23:49:38 +02:00
Henrik Rydgård
7c420381d5 OpenGL: Some paranoia checks around failed shader generation 2023-05-01 12:11:34 +02:00
Henrik Rydgård
d4249c1d73 OpenGL: Add an assert to catch a class of crash bugs early. Also assorted paranoia. 2023-05-01 11:56:26 +02:00
Henrik Rydgård
16b243b007 Centralize allocation of vertex decode buffers 2023-04-24 12:11:58 +02:00
Henrik Rydgård
9a3ff69091 Workaround for some SOCOM game's misuse of CLUT8 textures.
Emulating this correctly would be possible too but would only work at 1x
rendering resolution.
2023-04-17 09:34:26 +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
Lubos
cc1dd22e0f OpenXR - Option to disable HUD detection added 2023-04-05 22:49:46 +02:00
Lubos
ee3e53581d OpenXR - Camera lags fixed 2023-04-01 18:36:14 +02:00
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
b687f1bba8 Implement basic block compression support for OpenGL (without feature checks so far) 2023-03-12 00:14:06 +01:00
Henrik Rydgård
07fc551e4e State fixes, disable logspam 2023-03-10 14:16:14 +01:00
Henrik Rydgård
ecf1134494 GL crashfix 2023-03-09 19:12:47 +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
ebd8a63914
Merge pull request #17032 from hrydgard/cache-framebuffer-copy
Cache framebuffer copies (for self-texturing) until the next TexFlush GPU instruction
2023-03-06 09:03:39 +01:00
Unknown W. Brackets
9fcc1509e4 GPU: Correct depth clip/cull for zero scale. 2023-03-05 08:51:45 -08:00
Unknown W. Brackets
92a18eed01 GPU: Discard framebuffer copy when clearing.
This avoids retaining the framebuffer copy any longer than the current
framebuffer target.
2023-03-01 22:11:20 -08:00
Unknown W. Brackets
9e46a30c13 GPU: Correct some missing override specifiers. 2023-02-26 15:58:58 -08:00
Henrik Rydgård
72bed6f2b5 Some DeviceLost/DeviceRestore cleanup 2023-02-26 11:05:52 +01:00
Henrik Rydgård
3dc47c7fef Unify TextureCache ::StartFrame as much as possible.
Tiny optimization avoiding a Vulkan pool reset on most frames.
2023-02-25 23:20:41 +01:00
Henrik Rydgård
4c45f8a4b0 Pass in draw directly in GPUCommon::DeviceRestore, instead of awkwardly fetching it 2023-02-25 23:04:27 +01:00
Henrik Rydgård
8fb75e0c12 Unify most of the DebugGetShader* functions 2023-02-25 16:42:09 +01:00
Henrik Rydgård
92ee6e6a75 Remove more redundant functions 2023-02-25 16:33:09 +01:00
Henrik Rydgård
c2c479b217 Remove function InitClear. Was only implemented for DX9, and only barely meaningful in non-buffered. 2023-02-25 16:32:50 +01:00