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
974cd38b1f
Some more debug names to vulkan objects
2022-09-08 09:16:40 +02:00
Henrik Rydgård
befcfb470c
Fix shader caching.
2022-09-08 00:38:32 +02:00
Henrik Rydgård
e828df9f25
Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType).
2022-09-08 00:32:03 +02:00
Henrik Rydgård
f81a28f661
Some reordering
2022-09-02 22:40:15 +02:00
Henrik Rydgård
b84cda2876
Plumb the computed pipeline state into ComputeFragmentShaderID.
2022-09-02 22:16:57 +02:00
Henrik Rydgård
9097fdaae6
Shrink VkRenderData from 88 to 64 bytes.
2022-09-01 14:21:34 +02:00
Unknown W. Brackets
18e1efece1
GPU: Add a way to defer dirty rechecks.
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These are situations where we have temporary state which will require
recalc again later.
2022-08-28 08:34:48 -07:00
Henrik Rydgård
b529d26f3a
Fix smoothed depal on GLES. Don't enable filtering if not using.
2022-08-24 13:43:41 +02:00
Henrik Rydgård
f5e6754ac0
Special case depal lookups for Test Drive's strange usage.
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This implements the hack I suggested in #13355 , where instead of first
reducing the color to RGB565 as the real game does, we just take each
channel at full precision and do the lookup according to the mask,
linearly filtering the palette.
This makes the game look a lot nicer and is also a small optimization,
but the hack is very specific so kinda ugly in a way.
2022-08-22 15:19:38 +02:00
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b5a4843c1f
GPU: Purify ConvertViewportAndScissor().
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This makes it harder to misuse. See #15856 .
2022-08-20 14:21:11 -07:00
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d61619db47
GPU: Dirty params when converting viewport state.
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This flag will be false when we convert next time, so parameters won't get
updated as expected.
2022-08-20 14:03:24 -07:00
Henrik Rydgård
1f276fcc20
Vulkan: Restore a minor old forgotten optimization
2022-08-16 21:42:40 +02:00
Henrik Rydgård
08e2d951b4
State handling reordering in D3D11 and D3D9 backends.
2022-08-05 23:07:01 +02:00
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8418287a87
Vulkan: Avoid crash on double DeviceLost.
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This caused Android to crash when switching to OpenGL, because the
destructor would try to deinit again. There weren't any objects, but
draw_ was no longer valid.
2022-02-06 23:34:44 -08:00
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a9a07b0935
Vulkan: Avoid crash on bad shader.
2022-01-09 21:34:05 -08:00
Henrik Rydgård
b85a7e9a46
Name uniform buffers, add more asserts. Used this to track down the bug fixed in the previous commit.
2021-12-10 21:01:01 +01:00
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1010d7ac0e
Vulkan: Refactor common desc pool handling.
2021-12-09 18:39:55 -08:00
Henrik Rydgård
0cbb7ab027
Change the PushBuffer API a bit to not take explicit memory types.
2021-11-22 18:54:09 +01:00
Henrik Rydgård
62f4875e24
VulkanRenderManager: Add deferred pipeline creation (to get it off the CPU thread)
2021-11-21 18:36:00 +01:00
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8a5f07b860
Vulkan: Don't cache vulkan_ with draw context.
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Since we can get the VulkanContext cheaply from the draw context, it's
easier to make sure things stay up to date.
2021-11-14 15:25:28 -08:00
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60bd25582c
Vulkan: Remove wide line handling.
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No longer used, since we convert lines to triangles now.
2021-10-31 14:47:21 -07:00
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5128480d74
GPU: Implement cull behavior in sw transform.
2021-10-30 21:04:16 -07:00