Henrik Rydgård
375fa3fb5b
Improve a bunch of Vulkan copy-rect asserts by adding more debug info
2018-02-26 14:23:52 +01:00
Henrik Rydgård
373e53fa66
Merge pull request #10645 from hrydgard/vulkan-cleanups
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Vulkan cleanups: Remove old texture upload method, etc.
2018-02-26 09:24:24 +01:00
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beeb9cc3a4
GLES: Disable buffer mapping for non-NVIDIA.
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Need more stats on other vendors. I think it can help if we use it
properly.
2018-02-25 12:51:52 -08:00
Henrik Rydgård
e1852321a0
Vulkan: Remove the old method of uploading images.
2018-02-25 12:15:29 +01:00
Henrik Rydgård
5f8118b82b
Separate T3DCreate* into its own header to avoid including Windows.h etc in some cases.
2018-02-25 10:27:59 +01:00
Henrik Rydgård
1b9c2f26f9
Whitelist mapbuffer usage to NVIDIA only (should maybe add Qualcomm too), it's murder on Mali
2018-02-12 11:46:19 +01:00
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be0ab58365
GLES: iOS buildfix.
2018-02-11 14:38:36 -08:00
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5f1cd19687
GLES: Android buildfix.
2018-02-11 13:17:08 -08:00
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20b532fc71
GLES: Use buffer storage and explicit flush.
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This is just as fast as using glMapBufferRange on desktop.
2018-02-11 13:14:28 -08:00
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7179e408da
GLES: Free localMemory later.
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It was still in use sometimes as of MapDevice(), so this is safer.
2018-02-11 12:35:33 -08:00
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edcd2f966a
GLES: Use buffer range mapping where appropriate.
2018-02-11 12:35:33 -08:00
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9eb51a6a36
GLES: Use mapped device memory when possible.
2018-02-11 12:35:32 -08:00
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fcc2b59c57
GLES: Wait for queue idle properly.
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Need to wait for anything ready for run. Not everything will have been
submitted.
2018-02-11 11:30:38 -08:00
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0474ff5c23
GLES: Use aligned memory for textures.
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We use SSE on them, and they used to be aligned, and must be aligned in
PSP RAM, so keep them aligned.
This only really affects 32-bit, since allocs will typically be aligned on
64-bit anyway.
Fixes #10601 .
2018-02-11 08:13:57 -08:00
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0e2a586c1b
Global: Fix some type comparison/shadow warnings.
2018-02-11 07:03:23 -08:00
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9a40a5971b
GLES: Prevent crash on screenshot without buffers.
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It still fails for some reason, but that's better than a segfault.
2018-02-10 16:55:53 -08:00
Henrik Rydgård
8ad5b499a9
Improve assert messages in VulkanRenderManager (minor)
2018-02-10 08:58:33 +01:00
Henrik Rydgård
0fe4e70aef
Fix another way the scissor test could accidentally get disabled
2018-02-08 16:47:04 +01:00
Henrik Rydgård
b9b41f52c5
Add a simple spinner to the game load screen to not look frozen.
2018-02-08 12:03:29 +01:00
Henrik Rydgård
8c5a94ce01
gl-render-manager: Oops, fix scissor tests after clears
2018-02-08 00:50:39 +01:00
Henrik Rydgård
1eec30dac2
Avoid causing a gl error on startup on core contexts.
2018-02-08 00:44:10 +01:00
Henrik Rydgård
481134bfe9
Another go at the deleter problem. Still not feeling 100% good about how this works.. but it does seem to work fine.
2018-02-08 00:41:17 +01:00
Henrik Rydgård
8ee426ff74
Get rid of an unused codepath (gl rendering is now always threaded)
2018-02-08 00:23:48 +01:00
Henrik Rydgård
ce16547854
GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583
2018-02-07 19:49:58 +01:00
Henrik Rydgård
7f30037e45
Android: Fix emuthread management to exit cleanly without hanging. Helps with task switching on Android.
2018-02-07 13:11:43 +01:00