Commit Graph

57 Commits

Author SHA1 Message Date
Henrik Rydgård
1987169c81 OpenGL: When possible, avoid rebinding vertex arrays between glDrawArrays
Profitable optimization in DrawArrays-heavy games like GTA.
2023-05-17 18:42:23 +02:00
Henrik Rydgård
05b6bbdc56 Add a trivial profiling tool to the OpenGL backend - meaasure the time it takes to run a frame of commands.
Accessed from the in-game dev menu just like the Vulkan frame profiler.

With this we can easily see that actually submitting the GL commands is often the bottleneck on old
devices like a Galaxy S3.
2023-05-17 14:38:11 +02:00
Henrik Rydgård
cc16eb8321 Shrink the GLRRenderCommand struct from 152 to 88 bytes
Turns out the VR work bloated it a bit, which can't be good.

Think it's fine to allocate these view matrices on the heap to get them
out of the way, there won't be that crazy many per frame usually.
2023-05-10 00:24:17 +02:00
Henrik Rydgård
1d053d2ea8 GLPushBuffer::Flush: Add debug-assert-and-bail prompted by suspicious callstack 2023-05-03 23:49:41 +02:00
Henrik Rydgård
5724bbd8e9 Correct size calculations in GLPushBuffer. I don't see how this failed as badly as in that crash report though... 2023-05-03 23:49:41 +02:00
Henrik Rydgård
c9b7c815a1 ~GPU_Vulkan: Check that we still have a draw_ pointer before trying to drain the compile queue. 2023-05-03 22:33:34 +02:00
haoruiwang
7cbb7a09e5 [what][style][gpu] some coding style refine 2023-04-18 19:18:38 +08:00
Henrik Rydgård
d502198aa3 Move GLFrameData out of GLRenderManager.
Small refactor to prepare for adding delayed readback support to the
OpenGL backend.
2023-02-07 12:12:00 +01:00
Henrik Rydgård
937975000b Add a ReadbackMode parameter to more functions in the FramebufferManager 2023-02-05 13:57:45 +01:00
Henrik Rydgård
cb16f193ec Fix the problem. Still need to leave the loop with SDL even if we supply a swap function. 2023-01-30 15:45:05 +01:00
Henrik Rydgård
436a3e0d61 Cleaner exit from emuthread, as used by OpenGL. Don't know how it worked before... 2023-01-30 11:49:31 +01:00
Henrik Rydgård
a0c893cc8f Fix ThreadFrame. All OK now except shutdown, it seems 2023-01-30 11:49:31 +01:00
Henrik Rydgård
2659fd6f66 Android work. Make the Android OpenGL exit prodecure make more sense 2023-01-30 11:49:31 +01:00
Henrik Rydgård
b62572a78f Refactor the framedata/GPU thread management. 2023-01-30 11:49:31 +01:00
Henrik Rydgård
bfab820947 Merge some functions 2023-01-30 11:24:53 +01:00
Henrik Rydgård
331d024a8c Add a flags parameter to InvalidateCachedState and rename it Invalidate.
Also rename the old InvalidationFlags enum to InvalidateCallbackFlags.
2022-12-01 19:15:38 +01:00
Henrik Rydgård
70d1d8fa07 Replace the "GetCurrentStepId"-based state invalidation with callbacks 2022-11-24 10:52:42 +01:00
Henrik Rydgård
b4507cd5cc Make a lot more code VR build for all platforms 2022-11-06 14:36:51 +01:00
Henrik Rydgård
90d395a10d Remove "attachment" parameter from BindFramebufferAsTexture everywhere.
Not actually useful since our framebuffer objects don't support multiple
color images, and probably won't ever need to.
2022-10-20 10:15:19 +02:00
Henrik Rydgård
aa51bfd1ef Use GPU "use" flags to replace IsVRBuild in the renderer. It remains elsewhere. 2022-10-17 19:57:11 +02:00
Lubos
be2613d495 OpenXR - Move VR passes count calculation 2022-10-17 19:07:27 +02:00
Lubos
bf14ca84d3 OpenXR - Revision of VR rendering 2022-10-08 14:38:49 +02:00
Henrik Rydgård
242efba6f7 Remove splitSubmit setting. Now we submit init commands before the acquire. 2022-09-17 01:07:30 +02:00
Lubos
3331fedab7 OpenXR - Better variable/methods naming 2022-09-15 00:03:41 +02:00
Lubos
0c2d47d74d OpenXR - Add code comments 2022-09-14 23:23:28 +02:00