Commit Graph
74 Commits
Author SHA1 Message Date
Stenzek 51e4014a35 DriverDetails: Disable primitive restart on Vulkan with Mali driver 2018-03-14 02:56:24 +10:00
Stenzek db810956ec Vulkan: Provide a more accurate method of detecting drivers/vendors
This is needed to differentiate between the open-source Mesa drivers and
their binary counterparts for Intel and AMD.
2018-03-14 02:48:53 +10:00
Stenzek f9c829c7f7 OGL: Re-implement async shader compiling 2018-03-10 15:56:34 +10:00
Markus Wick 227db66e4f OGL: Use glBufferData on Mali.
tl;dr: This PR speedups dolphin on mobiles with the Mali GPU and ES 3.2
drivers by a factor of 10 by using the method with the biggest overhead.
Please keep care not to buy this shit!

The ARM driver team seems to care very well about their customers. But
bad luck, users and open source developers are *not* their customers. So
even device-independent feature requests are just ignored for *years*:

https://community.arm.com/graphics/f/discussions/4645/gl_ext_buffer_storage-support

The bad point, they neither implement any of the other common ways to
stream dynamic content in unextented GL:
- They just ignore the GL_MAP_UNSYNCHRONIZED_BIT flag
- They don't support on-device buffer updates and just stall with
glBufferSubData

It seems like no benchmark is using any dynamic content - and like no
customer cares about anything but benchmarks, or users...

We have a flag to disable the glBufferSubData way, this PR adds the flag
to also disable the unsychronized mapping way. The second one is
available since their ES 3.2 update, but slow as hell.

So how to continue? The last remaining technical way to stream dynamic
content at all is to alloc a new buffer per draw call with glBufferData.
This is very gross, but still a factor 10 speedup compared to stalling
the GPU. Small tests shows that you can expect another 3-5 times speedup
with EXT_buffer_data, so Mali would be on pair with Adreno here. So if
you have bought such a device unfortunately, please try to make noise on
your vendor forums/support and ask for this extension. If you are going
to buy a new mobile, I'd recormend to avoid *any* mobile with a Mali GPU
in it.
2018-02-25 17:12:36 +01:00
Stenzek 134daf3b00 Vulkan: Extend the NVIDIA MSAA bug to render-pass based clears
Calling vkCmdClearAttachments with a partial rect, or specifying a
render area in a render pass with the load op set to clear can cause the
GPU to lock up, or raise a bounds violation. This only occurs on MSAA
framebuffers, and it seems when there are multiple clears in a single
command buffer. Worked around by back to the slow path (drawing quads)
when MSAA is enabled.
2017-09-07 17:05:43 +10:00
StenzekandGitHub 7a4348b641 Merge pull request #5649 from JonnyH/WIP/disable-vk-clear-renderpass
Add DriverDetails::BUG to Disable "LoadOp" clear renderpass in vulkan
2017-09-03 13:49:51 +10:00
Jonathan Hamilton 658a4a6e29 Mark an ImgTec driver bug as fixed in 1.8@4693462
Now we correctly parse ImgTec's GL_VERSION string we can actually use
the BugInfo's version stuff correctly here
2017-09-02 14:05:16 -07:00
Jonathan Hamilton 62e8d25cd1 Add Bug to Disable "LoadOp" clear renderpass in vulkan
This optimisation doesn't work on PowerVR's Vulkan implementation. We
(incorrectly) disallow Framebuffer objects to be used with a different
load or store op than that which they were created with, despite the
spec allowing such.

This fixes the windwaker intro "smearing"
2017-08-28 18:01:35 -07:00
Jonathan Hamilton 11057649ee Add VideoLogic (ImgTec) PCI ID 2017-08-28 18:01:16 -07:00
Stenzek 7f88711186 Vulkan: Add a driver bug for NV when MSAA is enabled
This causes the card to lock up when vkCmdClearAttachments is called,
when multisampling is enabled. Seems to be restricted to Maxwell and
newer?
2017-08-03 17:40:15 +10:00
Stenzek cd502990fa OGL: Uber shader support 2017-07-30 17:43:59 +10:00
Jonathan Hamilton 35caf48d7d Add a workaround for a PowerVR glsl compiler bug
It seems it doesn't like negating arguments for bitops, so suff like
"var <<= (-othervar);"
fails to compile
2017-05-03 19:33:56 -07:00
Matthew ParlaneandGitHub 85d74a506f Merge pull request #4951 from waddlesplash/haiku-2
Initial support for Haiku.
2017-03-28 17:19:35 +13:00
Augustin Cavalier 0831dad467 Initial support for Haiku. 2017-03-27 23:46:19 -04:00
z0z0z 005e6796b8 Disable pinned memory for AMD mesa drivers 2017-02-26 10:49:28 -05:00
Stenzek e2ddb3853e DriverDetails: Set BUG_PRIMITIVE_RESTART for AMD drivers 2017-02-18 15:07:35 +10:00
Jules Blok 086f839435 DriverDetails: Make the bug identifiers humanly readable. 2016-10-31 15:02:08 +01:00
Jules Blok d778400133 DriverDetails: Add OS X to the dual-source blending bug. 2016-10-30 00:47:02 +02:00
Jules Blok afe707bc18 DriverDetails: Disable dual-source blending on AMD OGL drivers. 2016-10-27 22:03:25 +02:00
Stenzek bac8c2d441 Vulkan: Work around indexed fragment output bug on AMD drivers 2016-10-01 02:40:02 +10:00
Stenzek 09638e714e VideoCommon: Extend DriverDetails to support both OpenGL and Vulkan 2016-10-01 01:09:12 +10:00
Jules Blok afa251af42 DriverDetails: Add bug for broken gl_ClipDistance on i965. 2016-08-15 13:11:28 +02:00
Anthony J. Bentley de6babb928 Add an OpenBSD driver identifier. 2016-07-17 04:13:06 -06:00
Pierre Bourdon 3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
Stenzek 89e54fbd6c OGL: Work around slowdown of glMapBufferRange with SSBO on NVIDIA drivers
Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
2016-05-19 21:24:09 +10:00