Henrik Rydgård
ab1cebec51
Actually bind a global uniform buffer, too. Not yet used.
2022-10-28 10:15:36 +02:00
Henrik Rydgård
96a5c52037
Vulkan: Reserve descriptor set 0 for frame-global data, move everything else to set 1
2022-10-28 09:39:56 +02:00
Henrik Rydgård
e0bbebc65e
Clean up GPU_Vulkan::BuildReportingInfo a bit
2022-10-27 11:05:59 +02:00
Henrik Rydgård
763afd4a8e
Improve compatibility checks for stereo rendering.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
31fd928a5c
Name more image views. Very useful with a little patch to the Vulkan debug layers.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
8413473fa4
Fix more cases, GTA works now.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
524e92374f
Use arrays more consistently.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
6af4644ab2
Stereo on mobile fixes
2022-10-27 11:05:58 +02:00
Henrik Rydgård
0de12f5ca9
Some refactoring of framebuffer views, layer issues, more work.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
fb250c4b29
More multiview work
2022-10-27 11:05:58 +02:00
Henrik Rydgård
d3804ec2e5
Misc multiview hackery
2022-10-27 11:05:58 +02:00
Henrik Rydgård
1d8ab38ce5
Vulkan: Use v2 feature checks, and add check for multiview features.
...
Extracted from the multiview PR, and renamed some stuff.
2022-10-24 00:21:28 +02:00
Henrik Rydgård
8cd602a9c6
Merge pull request #16257 from unknownbrackets/error-cleanup
...
Kernel: Fix reported StopThread error
2022-10-19 08:06:30 +02:00
Unknown W. Brackets
a42064eb48
Vulkan: Correct some enum switch warnings.
...
Nice to log debug annotations anyway.
2022-10-18 21:52:38 -07:00
Henrik Rydgård
7c5fc3ccb5
Reorder the GPU USE flags a bit
2022-10-17 19:55:11 +02:00
Henrik Rydgård
9b8a5d1db3
Rename GPU_SUPPORTS_ to GPU_USE_
2022-10-17 08:47:03 +02:00
Henrik Rydgård
daca0b2109
Rename gstate_c.Supports to gstate_c.Use
2022-10-17 08:46:37 +02:00
Henrik Rydgård
e0e29a1556
Merge pull request #16197 from hrydgard/more-uniform-optimization
...
More uniform optimization, fixes
2022-10-12 01:00:27 +02:00
Unknown W. Brackets
416265431b
GE Debugger: Display if tex is framebuf.
...
Rather than guessing based on size, let's show explicitly.
2022-10-10 22:35:42 -07:00
Unknown W. Brackets
fc9f200224
GE Debugger: Centralize current fb tex fetch code.
2022-10-10 21:50:53 -07:00
Henrik Rydgård
ee46f8992e
Don't use fragmentShaderInt32Support as a replacement for checking for bitwiseOps
2022-10-10 18:02:19 +02:00
Unknown W. Brackets
bc84d6345b
Vulkan: Disable geometry shaders for Mali <= 18.
...
These drivers apparently have some weird behavior.
2022-10-09 00:57:10 -07:00
Unknown W. Brackets
aee2ad46a2
GPU: Verify generated shader buffer length.
...
Hardware tessellation + uberlighting + clamp was exceeding the buffer,
causing memory corruption. Let's try to catch it, but also increase
buffers to be safe.
2022-10-05 21:41:09 -07:00
Unknown W. Brackets
b9b59f7806
GPU: Mask away unused bits in framebuf/zbuf ptr.
...
Lower 4 bits are ignored during rendering, and mirrors (even even the 8
bit at the top) are ignored.
2022-10-02 20:44:35 -07:00
Unknown W. Brackets
2832edcc37
Vulkan: Allow configuring geometry shaders on/off.
2022-10-02 07:42:22 -07:00
Unknown W. Brackets
8df956b036
Vulkan: Block geometry shaders on older Mali.
...
They're too slow to be usable.
2022-10-02 07:42:22 -07:00
Unknown W. Brackets
2ce0cda333
Vulkan: Enable geo shader for culling.
...
The compat setting was really for some previously buggy cases that
couldn't work without cull.
2022-10-02 07:42:22 -07:00
Henrik Rydgård
ac248338be
Vulkan: Cull in geoshader, hack to on for now.
2022-10-02 07:42:17 -07:00
Henrik Rydgård
cdee10fe86
Vulkan: Basic geoshader code generation.
2022-10-02 07:42:17 -07:00
Unknown W. Brackets
fbdb278168
Vulkan: Update shader cache format for geo shaders.
2022-10-02 07:42:16 -07:00
Unknown W. Brackets
d16caa71af
Vulkan: Add geometry shader ID tracking.
...
We're still not generating them, yet. But this tracks the objects and
IDs through the pipeline.
2022-10-02 07:42:16 -07:00
Unknown W. Brackets
38e16324f0
Vulkan: Clean up shader module tag.
2022-10-02 07:42:16 -07:00
Unknown W. Brackets
878a049f60
GPU: Add dirtying for geo shader state.
...
Not yet used, but dirtied at the right times.
2022-10-02 07:42:16 -07:00
Unknown W. Brackets
87171cef98
GPU: Add geometry path for shader writer.
...
Not yet used.
2022-10-01 12:45:43 -07:00
Henrik Rydgård
07ca9e4656
Fold the "materialUpdate" flag into the light ubershader part.
...
This reduces the number of vertex shaders and thus pipelines by quite a
bit more in a few games, like Tekken and GoW, continuing the fight
against shader compile stutter.
The perf impact should be minimal if not positive due to less pipeline
changes.
GLES fixes
Make the vertex input declarations match (always declare fog input). Fixes D3D11 validation
Tess fix
2022-09-26 12:06:16 +02:00
Henrik Rydgård
9d1355e137
Always do the vertex shader part of the fog computation.
...
In #16104 , we drastically reduced the number of shader variants for
games that use flexible lighting setups. I looked at a few games and it
seems that a lot of games have the same shaders with fog on/off, while
fog is super cheap to compute. So let's just always do it, reducing
vertex shader variants further (though the amount of pipelines will probably
remain the same, since we still specialize the fragment shader).
Might also be worth adding a dynamic bool for the fragment shader, but
if so, doing it separately.
2022-09-26 09:30:54 +02:00
Henrik Rydgård
08d2cb4486
Bump the shader cache version
2022-09-24 22:40:42 +02:00
Henrik Rydgård
9f3dfe7ebe
Vulkan: Don't compile pipeline variants that don't make sense given their flags.
...
Ran into this with cache files from previous version of my change.
Also bumping the shader cache ID again to avoid this in other ways, but
good to be robust here.
2022-09-24 22:39:22 +02:00
Unknown W. Brackets
c76d31dfa8
GPU: Cleanup unused CheckAlpha() funcs.
2022-09-24 02:00:03 -07:00
Henrik Rydgård
1259283c2e
More tweaks, fix crash on exit (double-join thread)
2022-09-23 22:10:29 +02:00
Henrik Rydgård
7884e4ccb3
Another uninitialized variable (VAI minihash/hash)
2022-09-23 12:33:16 +02:00
Henrik Rydgård
ac7ca963db
Make valgrind happy
2022-09-23 12:24:43 +02:00
Henrik Rydgård
8e30a7ccfc
Vulkan: Don't have renderpasses store/load depth buffers when we don't use them
2022-09-22 10:06:05 +02:00
Henrik Rydgård
aa19712fc3
Unify depth texture and framebuffer fetch checks
2022-09-20 10:47:49 +02:00
Henrik Rydgård
09bcf3ec13
Unify range culling detection
2022-09-20 10:15:04 +02:00
Henrik Rydgård
1ae7c0132c
Start unifying setting of the GPU feature flags, now that thin3d has feature detection.
2022-09-20 10:07:01 +02:00
Henrik Rydgård
262a306b9a
Flag shader blending as broken on Adreno for now.
2022-09-16 19:19:42 +02:00
Henrik Rydgård
5f5277a409
Need to have input attachments in the descriptor pool.
2022-09-16 19:19:42 +02:00
Henrik Rydgård
ce82fce8de
Use subpass dependencies to implement shader framebuffer read in Vulkan.
2022-09-16 19:19:42 +02:00
Henrik Rydgård
d6d7a15d25
Get depal-from-dynamic-CLUT working
2022-09-14 22:18:35 +02:00