Henrik Rydgård
b9157fd4d4
Break out EnableDisableVertexArrays
2023-05-23 08:52:42 +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
d7a5edeb6f
GL: Break out GLPushBuffer from GLRenderManager.cpp/h
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.
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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
07a96b8734
Merge pull request #17465 from hrydgard/android-content-uri-cpp
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AndroidContentURI: Move code from the header to cpp.
2023-05-16 16:39:43 +02:00
Henrik Rydgård
c729519cf5
Merge pull request #17442 from hrydgard/glr-render-command-shrink
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Shrink the GLRRenderCommand struct from 152 to 88 bytes
2023-05-16 16:38:41 +02:00
Henrik Rydgård
cf9a628a2e
AndroidContentURI: Move code from the header to cpp. Some assorted cleanup, add a unit test for Download paths
2023-05-16 16:08:51 +02:00
Henrik Rydgård
b27c427547
We always bind and draw together, so let's combine them to one command.
2023-05-10 10:56:25 +02:00
Henrik Rydgård
c7caefe6d8
Have Draw and DrawIndexed share command and struct. Will make the next change easier.
2023-05-10 10:40:33 +02:00
Henrik Rydgård
d5e0299b0b
GLR: Share union struct between Draw/DrawIndex
2023-05-10 10:32:13 +02:00
Henrik Rydgård
f593d65833
Avoid double-free in stereo mode
2023-05-10 10:13:54 +02:00
Henrik Rydgård
c882046251
Remove redundant render command
2023-05-10 09:23:10 +02:00
Henrik Rydgård
8f2069ef71
GLQueueRunner: Combine BindVertexBuffer with BindIndexBuffer
2023-05-10 09:23:10 +02:00
Henrik Rydgård
cc16eb8321
Shrink the GLRRenderCommand struct from 152 to 88 bytes
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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
0d0b0fc60b
Turn some reported crashes into asserts, to try to confirm what's going on
2023-05-05 23:26:21 +02:00
Henrik Rydgård
38178d34b5
Sanity checks in InitSwapchain
2023-05-05 00:03:20 +02:00
Henrik Rydgård
7e1f907826
VulkanPushPool: Sprinkle a couple of asserts.
2023-05-04 10:25:16 +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
Henrik Rydgård
2cca0b265e
Vulkan: Turn off the ubershader on T880, T860 and T830 on old driver versions.
2023-05-03 11:53:32 +02:00
Henrik Rydgård
97488c0a79
Vulkan: Before cleaning the shader managers, drain the shader compile queue.
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Mainly paranoia, but might help with the mutex crash from #17364
2023-05-02 22:05:28 +02:00
Henrik Rydgård
d4249c1d73
OpenGL: Add an assert to catch a class of crash bugs early. Also assorted paranoia.
2023-05-01 11:56:26 +02:00
Henrik Rydgård
a41fc74dba
Add a debug assert in VulkanPushPool
2023-05-01 11:41:25 +02:00
Henrik Rydgård
3d477003c4
Fix issue where if Break on Load was set, we'd crash once we started running in a few games
2023-04-30 10:06:43 +02:00