Commit Graph

1625 Commits

Author SHA1 Message Date
Henrik Rydgård
4aec10d04f Correct an issue where reformat didn't work if no renderpass was active due to the use of clear.
Also instantly convert to a clear when binding the framebuffer in cases
when we know it's the optimal thing. The QueueRunner would have later merged
anyway hopefully, but I like the simplicity of this.
2020-05-21 12:01:15 +02:00
Henrik Rydgård
fabe987c8f Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step"). 2020-05-21 11:24:05 +02:00
Unknown W. Brackets
8d900bb432 Vulkan: Check driver version for Adreno 5xx bug.
It's now fixed at least as of this version (possibly earlier.)
2020-05-19 22:13:15 -07:00
Unknown W. Brackets
2e05d22eb7 Vulkan: Move Harvest Moon fix to Draw::Bugs.
Also, make it so you can skip using ini settings.
2020-05-19 22:12:30 -07:00
Henrik Rydgård
e64fdfa0c3 Fix a case of pointer truncation in Vulkan on 32-bit. Fixes #12932 2020-05-19 20:53:51 +02:00
Henrik Rydgård
69c092dce1 Vulkan crashfix (pNext was uninitialized) 2020-05-19 20:52:47 +02:00
Henrik Rydgård
f1b9943947 Merge pull request #12930 from unknownbrackets/gpu-stencil
GPU: Avoid unnecessary clear on stencil upload
2020-05-19 09:05:58 +02:00
Unknown W. Brackets
cb23c0c01d Vulkan: Create FB compatible pipelines in Draw.
The easiest way is just to create both and support both.  Perhaps we could
optimize out the creation of the framebuffer one.

Fixes #12928.
2020-05-18 22:45:20 -07:00
Unknown W. Brackets
396bf1d1c7 Vulkan: Expand logging of render steps a bit. 2020-05-18 21:38:36 -07:00
Henrik Rydgård
612fdb957e Revert "Experimental commit that effectively reverts the Vulkan part of #12882."
This reverts commit 29d1f97dd5.
2020-05-19 00:44:42 +02:00
Henrik Rydgård
29d1f97dd5 Experimental commit that effectively reverts the Vulkan part of #12882.
For the #12927 investigation.
2020-05-19 00:42:34 +02:00
Henrik Rydgård
d37893d1ac Track scissors like we track viewports (bugfix?). 2020-05-18 23:21:03 +02:00
Unknown W. Brackets
7fffe1d885 Vulkan: Verify scissor as well.
Vulkan spec requires both are set - we do set both, so let's catch any
mistakes.
2020-05-17 21:23:32 -07:00
Unknown W. Brackets
d295feda82 Vulkan: Add asserts to catch no viewport render.
Also assert to prevent a sync outside a frame, which goes badly.

The curRenderStep_ reset on same fb made some debugging easier, but should
not actually be hit in any real case.
2020-05-17 21:01:08 -07:00
Unknown W. Brackets
059e2e5e16 Vulkan: Stop merge at clear/touched read only.
Before we would merge on a future render after a clear, which can't be
good.  But we can safely ignore a draw to another FB that reads from a
touched FB.
2020-05-17 15:04:21 -07:00
Unknown W. Brackets
112a58cb1a Vulkan: Make merge pass a bit easier to read. 2020-05-17 14:53:37 -07:00
Unknown W. Brackets
caf9d39fec GLES: Fix invalidation of backbuffer.
And of the stencil buffer.
2020-05-17 11:06:39 -07:00
Unknown W. Brackets
47bc11a682 Vulkan: Generalize dependency tracking.
Might as well track on all steps.  We also can know if the dst was fully
written to here.
2020-05-17 11:06:39 -07:00
Unknown W. Brackets
a36239473d GLES: Add dependency tracking for render passes.
Let's try to invalidate when it's possible.  We move the invalidate to the
end of the render when detected.
2020-05-17 11:06:39 -07:00
Henrik Rydgård
9ed9468d72 Make the IsValidPBP DISC_ID check a bit more lenient. Fixes an issue where some homebrew would no longer show in the list. 2020-05-17 15:12:38 +02:00
Unknown W. Brackets
d88099e701 GLES: Specify buffer type just to be safe.
Probably doesn't matter, but maybe some drivers take it as a hint?
2020-05-16 23:48:56 -07:00
Henrik Rydgård
4bf92a66c5 Thin3D: use 16-bit indices. Fixes #12898. 2020-05-15 18:07:07 +02:00
Unknown W. Brackets
8b4821bc05 Draw: Small optimization to callback.
This allows the callback to say "I didn't copy, please copy for me."  This
helps when additional conversions will be applied during the copy, or a
copy can be skipped.

Also, fixed a couple cases of the wrong mip level being used.
2020-05-13 20:30:24 -07:00
Unknown W. Brackets
cb0f8cb373 D3D11: Allow pixel shader uniforms in Draw. 2020-05-13 18:10:09 -07:00
Unknown W. Brackets
8fdc557040 D3D9: Attempt PS/VS 3.0 if it doesn't work with 2.
So that postshaders can work.  Downside is, if we write a UI shader that
requires 2.0, we may not notice... but I think the risk is not that high.
2020-05-13 18:10:09 -07:00