Henrik Rydgård
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d125fa00e1
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Make sure the renderpass cache hashmap is never accessed from the main thread at runtime. Should help #10811
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2018-03-27 14:45:41 +02:00 |
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Henrik Rydgård
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2d3655ea23
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Vulkan: Get rid of more explicit barriers by merging the finalLayout color transitions into renderpasses.
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2018-03-18 12:03:23 +01:00 |
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Henrik Rydgård
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6d5f0665fe
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Add a super focused workaround for the Mali bug, see #10723
Minimizes the performance penalty.
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2018-03-18 11:20:45 +01:00 |
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Henrik Rydgård
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f43935b030
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Merge framebuffer layout pre-transitions into render pass subpass dependencies.
With this, drivers should be able to completely get rid of layout
transitions into render passes that use CLEAR, at least.
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2018-03-18 09:55:36 +01:00 |
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Henrik Rydgård
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33a1e6a080
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Vulkan Clear-renderpass merging: If a copy step is found that reads from the affected buffer, don't merge the clear into the later renderpass.
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2018-03-18 09:44:00 +01:00 |
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Henrik Rydgård
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c5ebb2d73f
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Oops, remove logging
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2018-03-16 14:58:45 +01:00 |
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Henrik Rydgård
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a08464eb77
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Vulkan: Also check for empty clearing renderpasses later in the frame.
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2018-03-16 14:57:41 +01:00 |
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Henrik Rydgård
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df8dac4aae
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If the first renderpass is an empty clear, merge it into the next one that touches the same framebuffer. Works around #10723 in Wipeout.
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2018-03-16 13:44:56 +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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Unknown W. Brackets
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0e2a586c1b
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Global: Fix some type comparison/shadow warnings.
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2018-02-11 07:03:23 -08:00 |
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Unknown W. Brackets
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3eb6d38d75
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Vulkan: Fix stencil-only clear for stencil upload.
Fixes stencil issues in Star Ocean.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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b9d0bf9842
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Remove outdated comment.
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2017-12-31 00:10:55 +01:00 |
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Henrik Rydgård
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a0f718ace1
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Start separating depth and stencil renderpass actions, only internally in the Vulkan code so far.
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2017-12-30 22:40:57 +01:00 |
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Henrik Rydgård
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1e64919392
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Vulkan: Create renderpass objects on demand. Just a refactoring to prepare for some later features/optimizations.
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2017-12-30 22:35:43 +01:00 |
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Henrik Rydgård
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2250ef799c
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Avoid including platform-specific headers in VulkanContext.h
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2017-12-18 12:54:25 +01:00 |
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Henrik Rydgård
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bd40479224
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Vulkan: Add facility to auto-generate mipmap levels. Not yet used.
Intended for replacement textures and optional quality improvements
later.
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2017-12-07 09:28:18 +01:00 |
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Henrik Rydgård
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85b743c732
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Just some debug output for future decisions
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2017-12-05 11:42:51 +01:00 |
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Henrik Rydgård
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b84c15c663
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Vulkan: Remove misguided assert about backbuffer clearing mode.
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2017-12-02 11:05:10 +01:00 |
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Henrik Rydgård
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5fbbb3e115
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Try a silly workaround for an otherwise unexplainable crash seen in Google Play Console
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2017-12-01 19:56:53 +01:00 |
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Henrik Rydgård
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b6f69b71ab
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Still seeing asserts in this function, weakening remaining to debug-only.. but these really shouldn't trigger.
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2017-11-30 16:29:15 +01:00 |
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Henrik Rydgård
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168d89284c
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Vulkan transitions after render: Add a missing case that seems like it could be common?
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2017-11-29 22:14:01 +01:00 |
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Henrik Rydgård
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bc959470e5
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Loosen up some asserts that seem to trigger unexpectedly... need investigation.
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2017-11-29 19:07:07 +01:00 |
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Henrik Rydgård
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27a60f5e58
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Fix message asserts on Android. Add more of them to check things in Vulkan code.
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2017-11-20 12:11:47 +01:00 |
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Henrik Rydgård
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10792cc8e7
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Windows/Vulkan: implement screenshots. Something is iffy with the red/blue swap though...
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2017-11-15 13:18:29 +01:00 |
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Henrik Rydgård
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232e30f4db
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Vulkan: When deriving stencilref from color, don't forget to update the value.
Plus minor cleanups.
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2017-11-12 19:33:21 +01:00 |
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Henrik Rydgård
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afa5b23abb
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Vulkan readback: Resize the readback buffer dynamically as necessary.
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2017-11-12 09:54:30 +01:00 |
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Henrik Rydgård
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e18a023ce8
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Vulkan: Noticed a framebuffer refcount leak, and changed my mind regarding those :) Let's do it this way instead.
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2017-11-11 19:41:43 +01:00 |
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Henrik Rydgård
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ee768ca949
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Logging improvements, avoid resetting the Android text drawer unnecessarily
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2017-11-10 13:02:24 +01:00 |
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Henrik Rydgård
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8b42d83123
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Vulkan: Remove duplicate depalShaderCache, fix a number of instances where we didn't use the deleter properly.
Plus more logging, of course.
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2017-11-09 17:25:37 +01:00 |
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Henrik Rydgård
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6eb58b1252
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Keep the draw context up to date in a bunch of places. More logging.
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2017-11-09 16:28:22 +01:00 |
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Henrik Rydgård
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ca3be1877e
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Vulkan: Apply simple workaround for Mali driver bug (see #10070), and minor cleanup.
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2017-11-08 17:03:27 +01:00 |
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Henrik Rydgård
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b280e30a27
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Merge pull request #10060 from unknownbrackets/debugger
Show texture, depth, and stencil preview in Vulkan
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2017-11-06 09:39:19 +01:00 |
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Unknown W. Brackets
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3a84b63777
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Vulkan: Convert depth format on readback.
Although, the GPU debugger stuff already handles more formats, it's hard
to get the current format to avoid the conversion...
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2017-11-06 00:29:02 -08:00 |
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Unknown W. Brackets
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138837ac54
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Vulkan: Add texture image readback.
This way we can see how it was decoded, scaled, etc. This also helps
seeing texture cache invalidation issues.
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2017-11-06 00:29:01 -08:00 |
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Unknown W. Brackets
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4a08410d7d
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Vulkan: Fix non-16 bit indexed drawing.
Only really affects softgpu, since games are rewritten to 16 bit.
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2017-11-05 22:15:27 -08:00 |
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Unknown W. Brackets
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9dfc9ff6ae
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Vulkan: Allow clearing the backbuffer to any color.
Helps with debugging sometimes.
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2017-11-05 22:14:53 -08:00 |
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Unknown W. Brackets
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63e78ef3e8
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Vulkan: Fix framebuffer leak.
Evident in God of War.
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2017-11-05 14:21:41 -08:00 |
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Unknown W. Brackets
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2ad9eb047e
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Vulkan: Refcount framebuffer deletes.
Fixes crash in GoW when using a thread.
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2017-11-05 08:44:12 -08:00 |
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Henrik Rydgård
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d5f8d484dd
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Tiny cleanups.
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2017-11-04 10:08:53 +01:00 |
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Henrik Rydgård
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b9443e54e3
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Vulkan: Minor fixes.
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2017-11-03 00:03:35 +01:00 |
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Henrik Rydgård
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ca7a2d06ca
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Vulkan: Implement stencil upload (for Star Ocean).
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2017-11-01 14:18:39 +01:00 |
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Henrik Rydgård
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6a8f72a327
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Use the global curFrame counter. No need for a vector for pushing cmdbufs.
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2017-11-01 08:47:50 +01:00 |
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Henrik Rydgård
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90d4296a6a
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Add a QueueRunner logging facility. Set up a subpass dependency for the backbuffer pass.
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2017-11-01 08:45:14 +01:00 |
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Henrik Rydgård
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74861d2d73
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Vulkan: Make backbuffer transitions part of backbuffer render pass. Optimize depth buffer memory operations.
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2017-11-01 08:42:49 +01:00 |
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Henrik Rydgård
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97dced543e
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Share the conversion code between vulkan and D3D, fixing the missing format thing.
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2017-10-29 14:42:51 +01:00 |
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Henrik Rydgård
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93c785b76d
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Color-convert directly during the readback, saves a copy. Like we already do in D3D11.
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2017-10-29 10:56:36 +01:00 |
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Henrik Rydgård
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a9f01c45e0
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Use the CPU color conversion from GLES for readbacks in Vulkan (and D3D11). Fix bug.
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2017-10-28 19:20:46 +02:00 |
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Henrik Rydgård
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34b65c0ca9
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Fix Vulkan framebuffer readbacks, as long as they're in R8G8B8A8.
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2017-10-28 18:41:54 +02:00 |
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Henrik Rydgård
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b98d4e5c9d
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Vulkan: Rough untested implementation of synchronous readbacks.
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2017-10-28 18:03:27 +02:00 |
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Henrik Rydgård
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3f918ed328
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Refactor: Split out VulkanQueueRunner from VulkanRenderManager
Should be no functionality change, but good to do before adding more
functionality.
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2017-10-27 22:11:01 +02:00 |
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