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
470ebbfe73
GL: When setting a stencil value for clear, override both func and op for consistency.
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.
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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
9512bc6174
Don't cache render target copies for shader blending, only cache copies for overlap
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Fixes #17451 , while also keeping the Dante performance fix from #17032 .
Of course, it's possible that something else could slow down now... But
hopefully not. This could also fix other problems.
2023-05-11 12:04:29 +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
8f2069ef71
GLQueueRunner: Combine BindVertexBuffer with BindIndexBuffer
2023-05-10 09:23:10 +02:00
Henrik Rydgård
b42670cf59
Manually revert the rest of the lmode optimization
2023-05-09 18:44:24 +02:00
Henrik Rydgård
f42c682d34
Revert "Merge pull request #16628 from hrydgard/remove-fog-fshader-flag"
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This reverts commit 10dee90c83 , reversing
changes made to 34c11c8acf .
2023-05-08 22:01:38 +02:00
Henrik Rydgård
14887d6b04
Bump shader cache version (should have done it in the release)
2023-05-06 16:15:32 +02:00
Henrik Rydgård
d56e27aa2c
Let's have DispatchFlush check for drawcalls before calling DoFlush, too.
2023-05-03 23:49:41 +02:00
Henrik Rydgård
c80671d9ea
Debug-assert that there's a renderpass in Flush instead of asserting, and skip if not.
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buildfix
2023-05-03 23:49:38 +02:00
Henrik Rydgård
7c420381d5
OpenGL: Some paranoia checks around failed shader generation
2023-05-01 12:11:34 +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
16b243b007
Centralize allocation of vertex decode buffers
2023-04-24 12:11:58 +02:00
Henrik Rydgård
9a3ff69091
Workaround for some SOCOM game's misuse of CLUT8 textures.
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Emulating this correctly would be possible too but would only work at 1x
rendering resolution.
2023-04-17 09:34:26 +02:00
Henrik Rydgård
ee6234ecb6
I18N: Switch to getting categories by index instead of by string lookup
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Also gets rid of the shared_ptr usage, and generally makes things nicer.
Needed for later config refactorings, good to get in early.
2023-04-07 10:35:01 +02:00
Lubos
cc1dd22e0f
OpenXR - Option to disable HUD detection added
2023-04-05 22:49:46 +02:00
Lubos
ee3e53581d
OpenXR - Camera lags fixed
2023-04-01 18:36:14 +02:00
Henrik Rydgård
d586ec0d5e
Don't create Host objects except in headless/unittest
2023-03-25 10:47:01 +01:00
Henrik Rydgård
9e125eeba7
Remove NotifyUserMessage from Host
2023-03-25 10:32:09 +01:00
Henrik Rydgård
75bcb9b10c
Some renaming, flag updates
2023-03-18 11:46:22 +01:00
Henrik Rydgård
5f76fbe1ad
Implement padding-on-copy for compressed textures as well.
2023-03-17 14:00:14 +01:00
Henrik Rydgård
b687f1bba8
Implement basic block compression support for OpenGL (without feature checks so far)
2023-03-12 00:14:06 +01:00