Unknown W. Brackets
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051a84e9bd
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GPU: Restart when changing inflight frames setting.
We need to keep the push and pull in step, so changing at runtime is
messy.
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2020-03-02 19:21:15 -08:00 |
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Henrik Rydgård
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fa8968f5c6
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Merge pull request #12660 from unknownbrackets/frame-latency
GPU: Add setting to control inflight frame usage
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2020-03-02 00:16:48 +01:00 |
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Unknown W. Brackets
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cebcfb1bbd
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GPU: Use old frame when presenting a skip.
If we flip using a skipped frame, we may show an even older frame causing
weird flickering.
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2020-03-01 13:55:28 -08:00 |
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Unknown W. Brackets
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98df4bbec3
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GPU: Allow choosing number of inflight frames.
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2020-03-01 08:53:46 -08:00 |
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Unknown W. Brackets
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a91e206926
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GPU: Add setting to control inflight frame usage.
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2020-03-01 06:21:27 -08:00 |
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Unknown W. Brackets
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3c1e8abcfe
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GPU: Centralize vsync interval logic.
We already do unthrottle checking here.
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2020-02-29 22:27:00 -08:00 |
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Unknown W. Brackets
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5009698cc0
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Core: Use a shared_ptr for i18n categories.
This does not make them thread safe, but it reduces the chances of a crash
a bit (see #12594.)
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2020-02-09 07:35:16 -08:00 |
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Henrik Rydgård
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8e7da3fef4
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Disable vertex range culling when the depthrange hack is enabled. Temporary workaround for #11576.
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2019-02-26 16:07:11 +01:00 |
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Henrik Rydgård
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12f295c4a5
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GLES: Detect Vivante GPU, disable vertex range culling
Should work-around #11703
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2019-01-03 12:43:32 +01:00 |
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Unknown W. Brackets
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9a3de5cb1c
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GPU: Move dual source blending bug check to Draw.
This also allows the ini setting to avoid it on Intel.
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2018-12-23 14:11:57 -08:00 |
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Henrik Rydgård
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22c066515e
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Merge pull request #11425 from xebra/refactor_spline_bezier
[Refactoring] Improve spline/bezier.
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2018-11-04 17:04:29 +01:00 |
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Unknown W. Brackets
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40ca49d0e3
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GPU: Cancel shader preload on shutdown/lost.
Otherwise, we could've ended up with shaders loading after or during the
lost event, and dense hash map corruption.
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2018-10-30 20:32:12 -07:00 |
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Henrik Rydgård
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fa40bcff8d
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Disable triangle range culling on D3D9 on Intel. Should fix #11477
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2018-10-21 09:36:15 +02:00 |
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Henrik Rydgård
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842290b6dd
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Workaround for bad int behaviour on Adreno / GLES. (no problems in
Vulkan).
See #11480, should help #11479.
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2018-10-20 13:22:14 +02:00 |
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xebra
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1dfb402871
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[spline/bezier]Remove comment.
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2018-10-07 23:54:27 +09:00 |
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xebra
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89786b943d
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[spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders.
Add changing the quality of HW tessellation.
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2018-10-07 23:54:22 +09:00 |
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Unknown W. Brackets
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a4c0640f01
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GE Debugger: Factor out host calls some.
Moving more of this to cross platform for the web debugger.
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2018-09-01 08:32:03 -07:00 |
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Unknown W. Brackets
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95f270778e
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Core: Allow toggle between 2 custom speeds.
In addition to virtual keys for each speed separately.
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2018-06-23 10:59:18 -07:00 |
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Unknown W. Brackets
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e2c217ab29
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Core: More consistently use config enums.
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2018-06-23 10:59:18 -07:00 |
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zhang wei
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3380bbb0c6
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save cache before clear
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2018-06-04 22:00:29 +08:00 |
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Henrik Rydgård
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1c17373039
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GLES: Properly restore the pointer to the render manager in more places
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2018-05-29 23:07:22 +02:00 |
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Henrik Rydgård
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0d6be3a476
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GLES: Refresh the draw context in DrawEngineGLES on DeviceRestore. How did we miss this?
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2018-05-27 22:25:15 +02:00 |
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Henrik Rydgård
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36fd2711d6
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Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680 .
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2018-04-10 12:22:41 +02:00 |
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Henrik Rydgård
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2cd8bd9bc3
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Fixes to in-game GPU shutdown/switching. Fixes #10860
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2018-04-05 20:26:29 +02:00 |
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Henrik Rydgård
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1d6263d5eb
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More GL shutdown fixes. Partially fixes #10868
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2018-04-05 12:28:59 +02:00 |
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Henrik Rydgård
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614cabb115
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Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs.
The raw pipeline cache got pretty large. Instead, store IDs like GL.
There's still a disabled option to store the pipeline cache objects.
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2018-03-16 21:03:03 +01:00 |
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Henrik Rydgård
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7a8310ae5e
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Tiny unification of code. Save the GL shader cache a bit less often.
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2018-03-13 13:35:58 +01:00 |
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Henrik Rydgård
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40db61a680
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Remove further remains of hardware skinning. Fixes #10661
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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f5dd9c17cd
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Add comment trying to clarify shutdown of GPU_GLES, restore the wipe, minor tweaks. Should help #10652
This reverts commit 10be0cad96 .
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2018-02-27 22:04:24 +01:00 |
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Henrik Rydgård
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4b784e6035
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Merge pull request #10653 from hrydgard/submitprim-unify
Unify the SubmitPrim function, and some others, between the HW backends
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2018-02-26 16:17:16 +01:00 |
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Henrik Rydgård
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10be0cad96
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GL: Don't wait-for-idle when shutting down the PSP GPU, it's the wrong place. Should fix #10652
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2018-02-26 15:48:45 +01:00 |
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Henrik Rydgård
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64ec46e705
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Unify FramebufferDirty()/FramebufferReallyDirty() for the hw backends
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2018-02-26 11:58:17 +01:00 |
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Henrik Rydgård
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78467d6092
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Unify FastRunLoop for the hardware backends.
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2018-02-26 11:52:16 +01:00 |
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Henrik Rydgård
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6a2f45c2e1
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Unify UpdateCmdInfo
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2018-02-26 11:48:56 +01:00 |
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Henrik Rydgård
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8cef1f0f8d
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GPU: Unify command table (cmdInfo_)
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2018-02-26 11:44:02 +01:00 |
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Henrik Rydgård
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967018b7f8
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Unify Execute_LoadClut
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2018-02-26 11:32:02 +01:00 |
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Henrik Rydgård
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c7f8f4c5ca
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Unify Execute_Prim
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2018-02-26 11:22:27 +01:00 |
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Unknown W. Brackets
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0399088fc7
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GLES: Handle glGetString() on GL thread.
We only use a few strings, so should be fine to cache them.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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30a60018a0
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GLES: Fix race crash on shutdown.
This happens when there are pointers in step commands that get freed.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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ccdb4d186d
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gl-render-manager: Fix HW tesselation. Remove 1D texture support, likely no benefit.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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51f467a7b3
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Kill off the GL state cache
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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f3282dcfda
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Delete the gl name cache (might resurrect it on the GLQueueRunner side if needed later). Other cleanup and fixes.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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46e1fbb788
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Initial texture work. Bugfix indexed drawing
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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bd6818198a
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More GLRenderManager
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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376d92fcc9
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Start messing with the draw engine...
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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9340260802
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Finish the shader manager (almost)
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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2dda2bfa78
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Dual source blend: Remove bad #ifdef that killed dual src code on Android... oops. Re-enable on nVidia Shield TV/Tablet. Fixes #10136 properly.
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2017-12-30 00:53:24 +01:00 |
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Unknown W. Brackets
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0151c5e649
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GPU: Track stats on uploads.
A lot can lead to slowdown, so it's useful when logging frame drops.
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2017-12-28 19:27:45 -08:00 |
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Henrik Rydgård
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c948a3df00
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Merge pull request #10439 from unknownbrackets/intel-dualsrc
GLES: Allow dual src blend on newer Intel
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2017-12-28 13:37:57 +01:00 |
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Unknown W. Brackets
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f9750dd137
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Display: Avoid limiting FPS without a clear.
A bit of a dirty heuristic to avoid the slowdown in #8538.
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2017-12-26 19:37:40 -08:00 |
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