Commit graph

785 commits

Author SHA1 Message Date
Henrik Rydgård
31ae11ecc8 Don't forget to dirty some state after depal. May help #10906 ? 2018-04-12 11:59:18 +02:00
Henrik Rydgård
0345e1a7d4 Revert "Oops, fix hardware tess in Vulkan (after removing hw skinning, we need to adjust the binding number)"
This reverts commit 87575910df.
2018-04-10 12:28:30 +02:00
Henrik Rydgård
36fd2711d6 Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
2018-04-10 12:22:41 +02:00
Henrik Rydgård
8953d7ff73 Revert "Comment fixes, reindentation."
This reverts commit 6fa9fcefb2.
2018-04-10 12:14:23 +02:00
Henrik Rydgård
1c99ebcbcc Fix DecFmt bug 2018-04-10 12:12:47 +02:00
Henrik Rydgård
6a90b8fbb4 Revert "Further cleanup after the removal of hardware skinning."
This reverts commit f086a0915f.

Increment the shader cache version. Restore some more.
2018-04-10 11:38:02 +02:00
Henrik Rydgård
69309aa400 Revert "Remove some remains of software skinning"
This reverts commit 2d33d526b8.
2018-04-10 11:21:56 +02:00
Henrik Rydgård
e784d1a29c Vulkan: Ease off on the allocator "slab pressure" if texture scaling is enabled.` 2018-04-07 10:40:49 +02:00
Unknown W. Brackets
d07a124a90 Vulkan: Increase base slab allocation size. 2018-04-06 21:43:18 -07:00
Unknown W. Brackets
99d16b2202 Vulkan: Add tags to UI textures too. 2018-04-06 21:43:18 -07:00
Unknown W. Brackets
5f27a2e60a Vulkan: Track tags on emu textures. 2018-04-06 21:43:18 -07:00
Unknown W. Brackets
fd183715ec Vulkan: Decimate when there are many slabs.
This helps avoid one little texture holding onto a whole slab.

Won't change behavior when they are full, since then the cacheSizeEstimate
should be fairly high.
2018-04-06 21:42:32 -07:00
Henrik Rydgård
ca0fb77080 Assorted cleanups. Don't assert on no clear mask. 2018-04-06 23:29:44 +02:00
Henrik Rydgård
86966684d4 Vulkan: Remove the wrapper struct around VulkanTexture 2018-04-05 23:23:14 +02:00
Henrik Rydgård
2cd8bd9bc3 Fixes to in-game GPU shutdown/switching. Fixes #10860 2018-04-05 20:26:29 +02:00
Unknown W. Brackets
98d4131003 Vulkan: Show post-shader compile errors to user. 2018-04-01 19:47:19 -07:00
Henrik Rydgård
170b600835 Oops, fix mistake in #10834 2018-03-29 16:21:58 +02:00
Henrik Rydgård
d160292f54 Include renderpass definition in Vulkan shader cache entries, should make it more effective again. 2018-03-29 14:36:04 +02:00
Henrik Rydgård
f967e206b8 Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
Also this is good for terminology, no more confusion with the texture
replacement facility :)
2018-03-25 10:50:37 +02:00
aliaspider
198c946218 remove unnecessary NULL assignment. 2018-03-23 04:14:10 +01:00
aliaspider
fc9a5ff65c prevent use-after-free. 2018-03-22 22:10:05 +01:00
Henrik Rydgård
24b9fb6ea9 Buildfix 2018-03-19 18:14:57 +01:00
Henrik Rydgård
f1359af0b0 Vulkan: Improve handling of shader compile failures (don't crash) 2018-03-19 17:46:58 +01:00
Henrik Rydgård
1888d828ec Vulkan: Workaround for bug in Adreno shader compiler affecting color tests.
This comparison should pretty much work as well as the old one, I
believe, if not faster.

Should help #10695
2018-03-19 17:33:08 +01:00
Henrik Rydgård
7ce5f8d29c Delete some mistaken logging code 2018-03-19 14:44:20 +01:00
Henrik Rydgård
3e5757d7d7 Minor improvement in pipeline-to-string (debug) 2018-03-19 11:19:10 +01:00
Henrik Rydgård
8f87a9f5c5 Vulkan: De-duplicate pipelines when storing cache
The new variety of renderpasses with different transitions causes
duplication. Hopefully drivers are smart enough to re-use work
between similar pipelines as much as possible...
2018-03-19 11:18:37 +01:00
Unknown W. Brackets
7ae4a9e977 Vulkan: Load shaders/pipelines on thread.
In case it's slow when not reading raw cache data.
2018-03-17 07:42:07 -07:00
Henrik Rydgård
1bb7be489f Remove some unused tracking of whether lighting is used by a shader 2018-03-17 10:33:50 +01:00
Henrik Rydgård
614cabb115 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.
2018-03-16 21:03:03 +01:00
Henrik Rydgård
2d33d526b8 Remove some remains of software skinning 2018-03-16 20:38:05 +01:00
Henrik Rydgård
8dc85c1a60 Vulkan pipeline: Merge a few property fields to a flags field.
To make saving/loading them easier.
2018-03-16 17:38:02 +01:00
Henrik Rydgård
3cd92b4d90 Vulkan: Add a (disabled) facility to force image layouts to GENERAL, for debugging barrier issues 2018-03-15 16:23:23 +01:00
Henrik Rydgård
7a8310ae5e Tiny unification of code. Save the GL shader cache a bit less often. 2018-03-13 13:35:58 +01:00
Henrik Rydgård
d8651fd85b Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
Probably a very small perf optimization.
2018-03-12 11:17:45 +01:00
Henrik Rydgård
0ed3deabe6 Fix #10692 (crash when starting games from command line). Throw in some minor Vulkan fixes as well. 2018-03-08 16:35:13 +01:00
Henrik Rydgård
87575910df Oops, fix hardware tess in Vulkan (after removing hw skinning, we need to adjust the binding number) 2018-03-05 00:43:54 +01:00
Henrik Rydgård
6fa9fcefb2 Comment fixes, reindentation. 2018-03-05 00:03:47 +01:00
Henrik Rydgård
40db61a680 Remove further remains of hardware skinning. Fixes #10661 2018-03-05 00:03:47 +01:00
Henrik Rydgård
64ec46e705 Unify FramebufferDirty()/FramebufferReallyDirty() for the hw backends 2018-02-26 11:58:17 +01:00
Henrik Rydgård
78467d6092 Unify FastRunLoop for the hardware backends. 2018-02-26 11:52:16 +01:00
Henrik Rydgård
6a2f45c2e1 Unify UpdateCmdInfo 2018-02-26 11:48:56 +01:00
Henrik Rydgård
8cef1f0f8d GPU: Unify command table (cmdInfo_) 2018-02-26 11:44:02 +01:00
Henrik Rydgård
a8a34fef9c Virtualize CheckGPUFeatures 2018-02-26 11:35:37 +01:00
Henrik Rydgård
feb4694acc Unify DispatchSubmitPrim as much as possible 2018-02-26 11:33:17 +01:00
Henrik Rydgård
967018b7f8 Unify Execute_LoadClut 2018-02-26 11:32:02 +01:00
Henrik Rydgård
c7f8f4c5ca Unify Execute_Prim 2018-02-26 11:22:27 +01:00
Henrik Rydgård
23980065ba Unify all the DrawEngine::SubmitPrim 2018-02-26 11:07:30 +01:00
Henrik Rydgård
eb014e8c6b Try to be more consistent when initializing vulkan structs. 2018-02-25 12:15:29 +01:00
Henrik Rydgård
b7b5c5e211 Follow the spec rules about errors when allocating from descriptor pools
See https://www.khronos.org/registry/vulkan/specs/1.0/man/html/vkAllocateDescriptorSets.html
2018-02-25 12:15:29 +01:00