Unknown W. Brackets
4866518b84
Merge pull request #16477 from hrydgard/invalidation-refactor
...
Add a flags parameter to InvalidateCachedState and rename it Invalidate.
2022-12-01 11:05:04 -08:00
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
40ae99073b
Remove std::string from VulkanTexture
2022-12-01 12:17:03 +01:00
Henrik Rydgård
d72ad3b3f4
Fragment shader generator: Move the framebuffer fetch bit to the shader ID.
...
Will resolve a future issue in the multisampling PR, where the
GPU_USE_FRAMEBUFFER_FETCH flag changes at runtime if you switch between no AA and MSAA.
Just figured I'd get it in separately for safety.
2022-11-30 00:26:15 +01:00
Unknown W. Brackets
1d00824528
Vulkan: Only use geometry shaders with accurate z.
...
Just to be safe, since that's what it's most well tested with.
2022-11-26 23:28:57 -08:00
Henrik Rydgård
3dd45c6561
Can't forget the texture in the callback, breaks texture-from-framebuffer-copy.
...
Was probably redundant anyway.
2022-11-24 11:02:21 +01:00
Henrik Rydgård
70d1d8fa07
Replace the "GetCurrentStepId"-based state invalidation with callbacks
2022-11-24 10:52:42 +01:00
Henrik Rydgård
ddd2c6e343
Merge pull request #16409 from hrydgard/preserve-framebuffers
...
Preserve framebuffer on pause screen even if render resolution is changed
2022-11-22 10:03:47 +01:00
Henrik Rydgård
8f103f3f47
Extract the Vulkan descriptor binding cleanup from #16345
2022-11-21 20:30:20 +01:00
Henrik Rydgård
cbfa4bfc8e
Centralize ClearCacheNextFrame
2022-11-21 18:13:13 +01:00
Henrik Rydgård
ce5a1b8b7e
Some minor "centralization"
2022-11-21 17:55:30 +01:00
Henrik Rydgård
37ec31dedd
Fix resizing issue. Took some refactoring.
2022-11-20 12:57:32 +01:00
Unknown W. Brackets
4a367148e6
GPU: Centralize more GPU_USE flags, like depth.
2022-11-13 08:04:47 -08:00
Unknown W. Brackets
66668d4b3f
Vulkan: Correct alpha in Adreno workaround.
2022-11-12 17:41:48 -08:00
Unknown W. Brackets
70c3205564
GPU: Correct equal depth checks.
2022-11-09 20:34:29 -08:00
Unknown W. Brackets
1c0a37f252
GPU: Correct vertex decoder in software transform.
...
It was meant to flip to skin in decode.
2022-11-09 07:07:39 -08:00
Unknown W. Brackets
745d9ad320
GPU: Avoid enabling depth test pointlessly.
...
See #16015 . Attempting to avoid a driver bug.
2022-11-08 20:06:08 -08:00
Unknown W. Brackets
855d16ffb3
GPU: Prefer scaling depth to 16-bit if using 24.
...
In most cases, this will be a lot faster than pixel depth rounding, and
may avoid more issues in vertex rounding.
2022-11-08 20:06:08 -08:00
Unknown W. Brackets
3333f2a5aa
GPU: Avoid clears for non-simple depth values.
...
Some drivers don't round depth the same way for a clear vs for drawing,
which can cause mismatches. We only do this if we see equals-style depth
comparison funcs used in drawing.
2022-11-08 20:06:08 -08:00
Henrik Rydgård
970c266b41
Restore parallel GLSL builds
2022-11-08 00:30:21 +01:00
Henrik Rydgård
4d637342f7
Log source code for failed pipeline creations
2022-11-08 00:21:08 +01:00
Henrik Rydgård
24d5cd087c
Experiment (Vulkan): Temporarily disable GLSL parallel compilation on Android. For #16341 investigation.
2022-11-07 14:30:24 +01:00
Henrik Rydgård
ad14d628b6
Turn off boundSecondaryIsInputAttachment_ when we don't have one.
2022-11-07 09:30:47 +01:00
Henrik Rydgård
668904a515
Vulkan: Use the very same view as input attachment and color attachment, not just the same image
...
Fixes most of the new validation errors seen #16351 , though one remains.
I believe that to be a bug in the validation layers, will investigate
later.
2022-11-07 09:14:55 +01:00
Henrik Rydgård
41c812651d
Merge pull request #16347 from unknownbrackets/softgpu-skin
...
Always skin in decode for software transform and rendering
2022-11-06 20:21:02 +01:00