129 Commits

Author SHA1 Message Date
Henrik Rydgård
db245e1b34 Fix old texture leak in GLES hardware tessellation 2023-09-26 00:38:11 +02:00
Henrik Rydgård
13cfd9c3d6 Add Mesa as a known GPU driver "vendor". 2023-08-17 22:06:03 +02:00
Henrik Rydgård
691c8b8d8d Write to the frame time history from the other backends too. Needed for the upcoming timing code. 2023-08-16 12:22:49 +02:00
Henrik Rydgård
ff6e118fff Get rid of a lot of ifdefs around presentation mode. Instead, set things dynamically. 2023-08-14 11:02:29 +02:00
Henrik Rydgård
bec9c5611e Rename PresentationMode to PresentMode 2023-08-14 11:02:29 +02:00
Henrik Rydgård
e651d6e59f Finish the separation of EndFrame and Present. 2023-08-13 18:40:35 +02:00
Henrik Rydgård
0ccd29f2ba Revert "OpenGL: Separate submit/present for this backend as well"
This reverts commit 0143d67f9b.
2023-08-12 13:35:21 +02:00
Henrik Rydgård
ed9b033f7d D3D9/11: Move away from using context->SwapBuffers(), instead move present to draw_->Present(). 2023-08-11 01:57:02 +02:00
Henrik Rydgård
0143d67f9b OpenGL: Separate submit/present for this backend as well 2023-08-10 17:46:10 +02:00
Henrik Rydgård
0deefb82a9 thin3d: Merge BeginFrame and SetDebugFlags (set them every frame anyway) 2023-08-10 17:15:54 +02:00
Henrik Rydgård
1b6d4df3a4 Move the EndFrame/Present split one level out, to NativeApp.cpp 2023-08-10 09:59:29 +02:00
Henrik Rydgård
39d25ce91f D3D11: Allow setting the max frame latency 2023-08-04 11:53:51 +02:00
Henrik Rydgård
be63ce3a4a Minor refactor allowing getting the GPU profile string outside games 2023-08-03 16:31:20 +02:00
Henrik Rydgård
adc24b5001 OpenGL: Fix a wrong assert 2023-07-03 01:10:42 +02:00
Henrik Rydgård
2bee5b64e4 Add new icon cache, for caching small images.
It doesn't try to insert or fetch missing things itself, re-fetching is up to the caller.

This will be required for handling the many achievement icons.

Saving/loading the cache to a single file on disk is implemented but not
hooked up yet. It works without it, though of course will have to
re-fetch things on the next startup.
2023-06-18 14:11:12 +02:00
Henrik Rydgård
49ecc01556 Fix image leak bug when pausing and we're just displaying a framebuffer in memory 2023-05-30 18:29:50 +02:00
Henrik Rydgård
7c4b9bac90 Cache textures created by MakePixelsTexture and reuse where appropriate. 2023-05-30 14:07:44 +02:00
Henrik Rydgård
0b1abf1de9 Add untested UpdateTextureLevels functionality to three of the four backends 2023-05-30 13:28:04 +02:00
Henrik Rydgård
edd208791e Add tag field to GLRFramebuffer for debugging 2023-05-24 13:47:51 +02:00
Henrik Rydgård
84da0327d6 GLQueueRunner: Make DrawIndexed parameters more consistent. 2023-05-23 17:49:11 +02:00
Henrik Rydgård
f1f0bfae2d Driveby simplification, reduce logspam 2023-05-23 17:09:40 +02:00
Henrik Rydgård
d7ea2ebf8a GL: Add tags to push buffers for debug purposes. Double the default vertex buffer size. 2023-05-23 15:53:41 +02:00
Henrik Rydgård
cb38c43d7e GL render manager: Merge the two stencil commands, for more compact command lists 2023-05-23 09:14:23 +02:00
Henrik Rydgård
a4baed4c0c Minor GLPushBuffer cleanup (now same API as the VK one) 2023-05-23 08:41:09 +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