Commit Graph

653 Commits

Author SHA1 Message Date
Henrik Rydgård
a67604d003 Tighten up shader compilation logging 2023-02-01 11:42:25 +01:00
Henrik Rydgård
1437c2f707 Comment update 2023-02-01 11:15:33 +01:00
Henrik Rydgård
6a290d7999 Measure pipeline compilation time since scheduling, to judge parallelism 2023-02-01 11:15:33 +01:00
Henrik Rydgård
8821d619e4 Create pipelines in parallel 2023-02-01 11:15:33 +01:00
Henrik Rydgård
1f3969aff3 Merge pull request #16873 from hrydgard/dedicated-thread
Add facility to run tasks on dedicated threads using the ThreadManager interface
2023-01-31 11:50:59 +01:00
Henrik Rydgård
6b0903f566 Add facility to run tasks on dedicated threads using the ThreadManager interface.
Useful for things that should be run ASAP even if the threadpool is full,
at a small extra cost. (Not recommended for very small tasks).

Considering using this to resolve the deadlocks in #16802.
2023-01-31 11:07:40 +01:00
Henrik Rydgård
cb16f193ec Fix the problem. Still need to leave the loop with SDL even if we supply a swap function. 2023-01-30 15:45:05 +01:00
Henrik Rydgård
d43452f0ce Fix to shutdown sequence 2023-01-30 11:49:31 +01:00
Henrik Rydgård
436a3e0d61 Cleaner exit from emuthread, as used by OpenGL. Don't know how it worked before... 2023-01-30 11:49:31 +01:00
Henrik Rydgård
a0c893cc8f Fix ThreadFrame. All OK now except shutdown, it seems 2023-01-30 11:49:31 +01:00
Henrik Rydgård
2659fd6f66 Android work. Make the Android OpenGL exit prodecure make more sense 2023-01-30 11:49:31 +01:00
Henrik Rydgård
b62572a78f Refactor the framedata/GPU thread management. 2023-01-30 11:49:31 +01:00
Henrik Rydgård
f773e66e0f Minor optimization in GLQueueRunner 2023-01-30 11:24:53 +01:00
Henrik Rydgård
bfab820947 Merge some functions 2023-01-30 11:24:53 +01:00
Henrik Rydgård
91cca1c980 Improve scissor rect clipping. Affected D3D11 validation when maximizing/minimizing. 2023-01-24 16:48:13 +01:00
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6af6ccc1cf Global: Fix some format warnings. 2023-01-18 21:42:19 -08:00
Henrik Rydgård
784e8ab782 Fix a race condition during Vulkan shader cache load.
Could lead to unnecessary pipelines being created.
2023-01-13 10:35:04 +01:00
Henrik Rydgård
609e7f13c9 Handle a couple of valid but rare return values from vkAcquireNextImageKHR.
See #16601
2023-01-12 08:59:09 +01:00
Henrik Rydgård
1cfc7b11b8 Only force indexed draws on PowerVR / Vulkan. 2023-01-11 22:59:30 +01:00
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5102ef8a31 GLES: Delete LinkedShaders after the program.
The program references the shader, so we have to delete in this order.
Caused problems on useFlag change as well as probably DeviceLost.
2023-01-10 22:13:40 -08:00
Henrik Rydgård
cf52324e9e Vulkan: Fix pipeline cache clearing.
Extracted from #16759 and bugfixed. Fixes a leak of Vulkan pipelines.

I guess another way would be to queue the variants for destruction at
the same time as we queue the callback, but I like this better.
2023-01-09 09:49:55 +01:00
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a37ed84b31 GLES: Avoid clip distance error in ANGLE. 2023-01-08 22:50:39 -08:00
Henrik Rydgård
44f60ba2f0 Remove overly noisy log 2023-01-05 08:38:53 +01:00
Henrik Rydgård
7e374c9324 Address feedback, more fixes 2023-01-05 08:38:53 +01:00
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6ac67b0a99 D3D9: Fix backbuffer screenshots. 2023-01-04 22:08:50 -08:00