Henrik Rydgård
74f5be02a1
GameInfo: Try to reduce the locking a bit.
2024-01-18 22:52:56 +01:00
Henrik Rydgård
cbb4236cd8
Vulkan: Attempt to fix some more shutdown race conditions, simplify.
2024-01-17 14:49:49 +01:00
Henrik Rydgård
6de05f13f1
More barrier batching
2023-12-30 10:41:59 +01:00
Henrik Rydgård
bbcaeb9d13
Merge pull request #18557 from GermanAizek/reserve-add
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Using reserve in different places PPSSPP
2023-12-15 12:28:21 +01:00
Herman Semenov
b8748ae9e5
[Common/File/GPU/Render/Input] Using reserve if possible
2023-12-15 14:00:51 +03:00
Henrik Rydgård
43a2af46ee
Fix error handling on texture creation failure
2023-12-15 10:47:20 +01:00
Henrik Rydgård
ed4941f416
Remove Vulkan (and Windows.h) include from DevScreens.cpp
2023-12-14 19:01:18 +01:00
Henrik Rydgård
4c3f82da55
Remove ManagedTexture from HttpImageView
2023-12-12 22:44:03 +01:00
Henrik Rydgård
1f2dbfaf25
Vulkan: Allow MSAA on modern-ish mobile devices, but add a little warning sign.
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MSAA on tiler GPUs, the way we use it (we are not able to eliminate
load/store operations yet) can consume huge amounts of bandwidth, so let's be a
little bit careful.
2023-12-03 20:59:15 +01:00
Henrik Rydgård
d891aaf9cd
Remove code that pretended that we supported multiple vertex streams
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Don't really see that we'll have much use for this feature, so simplify
it away. Only single vertex stream data is now supported by the thin3d
API.
2023-11-13 01:15:28 +01:00
Henrik Rydgård
183d49329a
Allow writing directly into the packed descriptor buffer, saving a memcpy.
2023-10-11 11:02:17 +02:00
Henrik Rydgård
f0ee3b8daa
Fill in descriptors on the render thread in the PPSSPP UI.
2023-10-10 09:00:29 +02:00
Henrik Rydgård
316bc03ac9
Move the destroy function for VKRPipelineLayout to VulkanRenderManager
2023-10-09 11:54:13 +02:00
Henrik Rydgård
28ed12aa93
Simplify descriptor pool creation
2023-10-08 12:39:19 +02:00
Henrik Rydgård
88a50575c7
Wrap pipeline layout creation, use in thin3d
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Two more types
2023-10-08 12:39:18 +02:00
Henrik Rydgård
dbe395dd00
Add a wrapper around VKRPipelineLayout / descsetlayout
2023-10-08 12:39:18 +02:00
Henrik Rydgård
34fbbf2c2a
Split out the descriptorset pool from VulkanMemory.cpp/h
2023-10-08 11:45:00 +02:00
Henrik Rydgård
964f606a9c
Fix some issues around geometry shaders - like, loading them from shader cache while disabled
2023-09-24 01:29:38 +02:00
Henrik Rydgård
3c810521e2
TextureBatch tiny optimization: Use vector.reserve
2023-09-18 14:49:13 +02:00
Henrik Rydgård
13cfd9c3d6
Add Mesa as a known GPU driver "vendor".
2023-08-17 22:06:03 +02:00
Henrik Rydgård
572595cc7b
Refactor: Lift the frame time history data up one level into thin3d
2023-08-16 11:45:26 +02:00
Henrik Rydgård
ff6e118fff
Get rid of a lot of ifdefs around presentation mode. Instead, set things dynamically.
2023-08-14 11:02:29 +02:00
Henrik Rydgård
bec9c5611e
Rename PresentationMode to PresentMode
2023-08-14 11:02:29 +02:00
Henrik Rydgård
dc4de340b3
Some debug overlays don't make sense when not in-game, disable them. Minor feedback fixes.
2023-08-13 21:54:24 +02:00
Henrik Rydgård
ed9b033f7d
D3D9/11: Move away from using context->SwapBuffers(), instead move present to draw_->Present().
2023-08-11 01:57:02 +02:00