Unknown W. Brackets
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a7b3a1eb96
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Vulkan: Decimate the texture allocator.
Thin3D wasn't calling Begin/End, which lead to leaks eventually and OOM.
Was causing softgpu to crash.
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2017-12-24 10:39:42 -08:00 |
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Unknown W. Brackets
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78ebe942ab
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Vulkan: Cleanup unused code.
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2017-12-21 11:43:05 -08:00 |
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Henrik Rydgård
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bb530ea21c
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Make a minor correction to Vulkan driver version display.
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2017-12-10 19:11:00 +01:00 |
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Henrik Rydgård
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6abdbde47e
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Fix bugs in VulkanImage allocator support
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2017-12-03 10:50:25 +01:00 |
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Henrik Rydgård
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d0c248368d
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Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it's unnecessary to have the UI put pressure on that.
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2017-12-03 10:29:41 +01:00 |
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Henrik Rydgård
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44b6300760
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Checks and paranoia in response to a crash report..
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2017-12-01 12:17:10 +01:00 |
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Henrik Rydgård
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04913be779
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Move pushbuffer map/unmap to the .cpp file to avoid inlining (for stack traces)
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2017-11-29 20:13:38 +01:00 |
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Henrik Rydgård
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e6be86ce74
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ARM buildfix
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2017-11-22 11:01:42 +01:00 |
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Henrik Rydgård
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b6911d2764
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Add a hidden debug option [Graphics]GfxDebugSplitSubmit to try to narrow down some Vulkan issues, see #10163. Also improve some asserts.
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2017-11-22 10:47:04 +01:00 |
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Henrik Rydgård
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2c86217552
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Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
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2017-11-21 16:19:28 +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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3594623a8d
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Vulkan: Show the preferred depth-stencil format in the feature list.
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2017-11-15 09:08:30 +01:00 |
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LunaMoo
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a84a336787
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Nitpicking! Correct minor version for non Nvidia.
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2017-11-13 10:21:40 +01:00 |
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Henrik Rydgård
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68c7b7dfec
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Fix driver version display on Vulkan. Enable dualsrc blend on newer AMD drivers. Fixes #10109
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2017-11-13 09:44:35 +01:00 |
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Unknown W. Brackets
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ffbdb15975
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SoftGPU: Fix crash when stride is 0.
This happens in Star Ocean 1.
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2017-11-11 17:45:47 -08:00 |
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Henrik Rydgård
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edfea7aed3
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Remove unused pointer.
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2017-11-11 20:22:45 +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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9519b89056
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Experimenally disable dual source blending on AMD too for Vulkan, see #10065
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2017-11-10 18:28:38 +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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ba846fdbc5
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Show textual names of Vulkan GPU vendors
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2017-11-09 12:30:07 +01:00 |
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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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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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8d0209c7e4
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Stop leaking framebuffers on shutdown. Fix other shutdown issues.
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2017-11-01 21:43:08 +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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ed2731d197
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Vulkan: Fix depal and shader blending.
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2017-10-31 12:35:00 +01:00 |
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Henrik Rydgård
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07dfda0633
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Vulkan depal code now passes validation, but produces black.
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2017-10-31 12:35:00 +01:00 |
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Henrik Rydgård
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3f503ca297
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Implement the rest of Vulkan framebuffer depal. Not yet working though.
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2017-10-31 12:34:59 +01:00 |
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Henrik Rydgård
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6e9cd933b2
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Implement GetFramebufferAPITexture for Vulkan
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2017-10-31 12:34:30 +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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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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717ec2387b
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VulkanRenderManager: Split out BeginFrame and EndFrame from Run
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2017-10-28 16:47:08 +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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Henrik Rydgård
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613cc46285
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Remove a bad check making us use the wrong way to copy depth buffers. Add a cap so we can try to unify BlitFramebufferDepth later.
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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8639664a6a
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Warning fixes, CMakeLists.txt/Android.mk fixes
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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b5e06f3c7d
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VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions.
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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c788dc896a
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Synchronization is HARD. need a rethink, methinks.
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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1c5bd0f8dc
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Move the VulkanRenderManager stuff to thin3d, fits in better there.
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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02f76ae4a8
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Rendering basics now works.
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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833916a906
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A multitude of fixes. The UI now works correctly, though of course ingame still broken.
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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0a0494ef8e
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It builds! With some shortcuts, of course.
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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417b96a1b0
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Use RenderManager for thin3d stuff
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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84ed793adf
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Initial work on render queue manager
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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eabaf6ddcd
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Bit more Vulkan barrier cleanup.
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2017-10-21 13:05:52 +02:00 |
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Henrik Rydgård
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804aa79376
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Various Vulkan image transition fixes and related
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2017-10-20 18:09:05 +02:00 |
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Henrik Rydgård
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5da165fad6
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More work towards passing 1.61 Vulkan validation layers
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2017-10-20 17:19:07 +02:00 |
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Henrik Rydgård
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d0b9e5ed8f
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Initial work on passing the latest Vulkan validation checks.
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2017-10-20 14:47:36 +02:00 |
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Henrik Rydgård
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017d3da067
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Allow D3D9 context creation to bail if shader compilation fails (D3D9 runtime not installed).
Fixes an issue where after switching to D3D9 on a PC without the D3D9 runtime, it's impossible to start PPSSPP anymore.
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2017-10-20 11:53:07 +02:00 |
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