Commit graph

862 commits

Author SHA1 Message Date
Henrik Rydgård
b75c8b72c6 Fix another little inconsistency (two uniforms were merged for bad reasons) 2017-12-07 21:39:09 +01:00
Henrik Rydgård
fb74c9dfeb Clean up a small inconsistency 2017-12-07 21:09:09 +01:00
Henrik Rydgård
2ebae034a4 Vulkan: Show samplers in "shader debug" 2017-12-07 09:28:18 +01:00
Henrik Rydgård
cb835fb17d
Merge pull request #10240 from unknownbrackets/vertdec
arm64: Use LDRUH instead of two LDRBs
2017-12-06 14:09:26 +01:00
Unknown W. Brackets
715a7b7318 Global: Silence some unused declaration warnings.
These things aren't used on Android.
2017-12-03 19:22:03 -08:00
Unknown W. Brackets
5788e33b2f arm64: Use LDRUH instead of two LDRBs.
Small boost - 5.66x instead of 5x steps.
2017-12-03 06:35:44 -08:00
Unknown W. Brackets
9c52155d3f GPU: Minor cleanup. 2017-12-02 09:47:59 -08:00
Unknown W. Brackets
4731a2918c GPU: Use more typesafe shader IDs.
Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
2017-12-02 09:07:27 -08:00
Unknown W. Brackets
5c5dd5c4c4 GPU: Annotate free shader ID bits.
Some ere missing.
2017-12-02 08:52:36 -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
a67357db05
Merge pull request #10223 from unknownbrackets/minor
Reporting: Use a different link message on preload
2017-12-01 20:28:37 +01:00
Unknown W. Brackets
be6343612f GPU: Add missing shader id to short desc. 2017-12-01 11:17:12 -08:00
Henrik Rydgård
8a0645859e
Merge pull request #10222 from unknownbrackets/minor
A few more reporting cleanups
2017-12-01 19:40:11 +01:00
Unknown W. Brackets
db300da1d7 Reporting: Improve no pos verts message. 2017-12-01 09:45:58 -08:00
Unknown W. Brackets
f9ce1587cb Reporting: Skip reporting reused depthbuffers.
Basically all games do it, no longer interesting.
2017-12-01 09:38:37 -08:00
Henrik Rydgård
8a58b768f1 Check for HW-transform and through when loading GL shader cache. 2017-12-01 11:32:16 +01:00
Henrik Rydgård
be115822f7 Minor cleanup. Add a debug assert in shader ID calculation 2017-12-01 11:23:09 +01:00
Unknown W. Brackets
0b61ffad08 GPU: Try to avoid FB download without an FBO. 2017-11-30 15:37:43 -08:00
Henrik Rydgård
3e011238c5 Fix minor discrepancy in shader ID calculation, I don't think this will fix anything though. Bumping shader cache version and doing minor cleanup too. 2017-11-30 22:44:39 +01:00
Henrik Rydgård
4129459495 Avoid an assert in ARM64 emitter, seen in Google Play crash logs 2017-11-29 21:31:42 +01:00
Henrik Rydgård
bc959470e5 Loosen up some asserts that seem to trigger unexpectedly... need investigation. 2017-11-29 19:07:07 +01:00
Henrik Rydgård
6ea669368c Crash reports from 5% rollout of 1.5: Make some asserts dbg_asserts for now, try to fix an issue with framebuffers when postproc is enabled. 2017-11-29 18:53:52 +01:00
Unknown W. Brackets
bd1ed897cf Global: Fix some warnings. 2017-11-25 14:08:49 -08:00
Henrik Rydgård
28b60a724f Process immediate draw commands. Not yet sending to graphics backends. 2017-11-24 17:54:56 +01:00
Henrik Rydgård
2c86217552 Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545 2017-11-21 16:19:28 +01:00
Henrik Rydgård
9468b3d073 Add a missing break that would explain the odd AUTO mipmap test results on D3D11 and Vulkan... 2017-11-21 15:18:31 +01:00
Henrik Rydgård
6a3d41892a Workarounds for issue with "accurate depth". See #9545, #10087 2017-11-21 12:11:05 +01:00
Henrik Rydgård
674d5c7dbb
Merge pull request #10130 from hrydgard/lod-bias-fixes
Mipmaps: Disable slope mode pending a better method. Implementing it entirely as a LOD bias is not the way it works.
2017-11-20 13:49:39 +01:00
Henrik Rydgård
7ab6956828 The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working. 2017-11-20 12:39:01 +01:00
Henrik Rydgård
713afdfe49 Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common 2017-11-19 12:39:09 +01:00
Henrik Rydgård
875f70b06d Remove wrong comments 2017-11-17 16:22:07 +01:00
Henrik Rydgård
ca21f93d52 GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554, finally! 2017-11-17 13:36:48 +01:00
Henrik Rydgård
23f7819329 Unify RebindFramebuffer, mostly. 2017-11-15 20:44:25 +01:00
Henrik Rydgård
971995fa3d Move aniso to the sampler cache key. 2017-11-15 19:07:41 +01:00
Henrik Rydgård
909fb6b3a4 Cleanups 2017-11-15 16:31:17 +01:00
Henrik Rydgård
313223364c Buildfix, update comments slightly 2017-11-15 14:21:17 +01:00
Henrik Rydgård
65275c29b7 Share UpdateSamplingParams between D3D11 and Vulkan. Support lod bias in Vulkan. 2017-11-15 14:21:17 +01:00
Henrik Rydgård
f564c59248 Mipmaps: Disable LOD bias in slope mode as that's not how it works.
Works around #9772
2017-11-15 14:21:17 +01:00
LunaMoo
2c27b3b56b Fix texture conversion. 2017-11-14 02:35:14 +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.
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
Unknown W. Brackets
65e71f57c7 TexCache: Add NEON alpha checks for Vulkan. 2017-11-12 16:45:05 -08:00
Unknown W. Brackets
f087b87b0c TexCache: Simplify CheckAlpha funcs and SIMD.
Only check for full alpha now, which is simpler.
2017-11-12 16:41:19 -08:00
Unknown W. Brackets
9fbcc01afa TexCache: Remove simple 0/1 alpha check.
No practical optimizations have come of this, so it's a waste of time.
Slows down Vulkan too.
2017-11-12 16:17:46 -08:00
Henrik Rydgård
b8dc4d1fb8 Buildfixes for Android 2017-11-12 16:55:36 +01:00
Henrik Rydgård
93e148fed6 Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P
Bit hacky but works.
2017-11-12 16:12:26 +01:00
Henrik Rydgård
da09e10aa3 Make the interface to hw tess slightly more flexible. 2017-11-12 11:04:13 +01:00
Henrik Rydgård
9cd4db5f18 Vulkan hw tess: Use pushbuffers instead of temp images to upload data. 2017-11-11 20:39:19 +01:00
Henrik Rydgård
47c06b9633 Vulkan: Enable the "accurate depth" codepath, using the same formula as D3D9.
As a side effect, this should fix #10082 since backwards depth is no
longer used.
2017-11-11 11:36:26 +01:00
Henrik Rydgård
05930ea32e MotoGP: Compat hack to disable framebuffer readbacks.
This is the only known game to copy its framebufer to RAM before display on every frame and we already have a
hack so we can display the high resolution framebuffer, but we still did the readback for no good reason.

This eliminates the readback.
2017-11-10 16:32:56 +01:00
Henrik Rydgård
17d624d311 Ditch a silly vertex count limit that only makes sense for GLES, so move it there. 2017-11-10 15:59:36 +01:00