Henrik Rydgård
c5191cad4c
Disable 16-bit textures on PowerVR.
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Fixes #18780
2024-01-29 15:48:27 +01:00
Henrik Rydgård
22e91c98db
More asserts
2024-01-24 11:36:25 +01:00
Henrik Rydgård
0d2e5c32ab
More sanity checks
2024-01-24 00:50:32 +01:00
Henrik Rydgård
0bf7a98aff
Replace DrainAndBlockCompileThreads with StopThreads, and same for resuming.
2024-01-22 11:06:50 +01:00
Henrik Rydgård
f2da5dafd1
Use the universally supported Vulkan "565" 16-bit texture format
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Previously mistakenly used the BGR format instead of the RGB.
Probably won't make much of a difference for anything, but may affect #17881
if my theory about it is correct.
Also minor cleanups.
2023-12-12 18:19:29 +01:00
Henrik Rydgård
0ad2827e14
Vulkan: Fix synchronization when shutting the GPU down in-game.
2023-10-11 12:27:39 +02:00
Henrik Rydgård
fb4a1fb7dd
Simplify disk-cache-load on GLES as well, for the same reasons as #18216
2023-09-30 13:45:13 +02:00
Henrik Rydgård
f2cfbe1bcf
Vulkan: Add the same shutdown logic to stop async shader compiles to DeviceLost
2023-09-26 01:28:59 +02:00
Henrik Rydgård
6e303e8f1d
Vulkan: Simplify GetShaders and DirtyLastShader, making them internally consistent.
2023-09-24 11:55:15 +02:00
Henrik Rydgård
d31ba393af
Don't load the shader cache on a separate thread - all it does is already async
2023-09-24 10:53:23 +02:00
Henrik Rydgård
dbd3045f87
Join the shader cache load thread on exit
2023-09-24 01:07:08 +02:00
Henrik Rydgård
3783afd855
Fix a really bad race condition during game shutdown.
2023-09-20 18:47:32 +02:00
Henrik Rydgård
0bfd166200
Try to prevent a weird shutdown race condition that I'm not sure can happen - but crash logs show it
2023-09-18 16:45:07 +02:00
Henrik Rydgård
f4b0cddda3
ShaderId: Safer way to check for backend.
2023-09-18 16:25:00 +02:00
Henrik Rydgård
8a6e288fcc
Add checkboxes in developer tools to allow disabling ubershaders.
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Might be helpful to diagnose performance problems on user devices.
Additionally, moves the texture replacement controls to the top. They
should probably be moved somewhere else entirely...
See #17918
2023-08-17 20:16:04 +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
be63ce3a4a
Minor refactor allowing getting the GPU profile string outside games
2023-08-03 16:31:20 +02:00
Henrik Rydgård
6d8069dfd1
Vulkan: Remove the remains of the input attachment experiment
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Haven't been using these for a while.
I've come to the conclusion here that I think it's better to try to
deal with the issues using safe workarounds like copies, instead of
relying on features with somewhat iffy driver support that are not
universal across APIs anyway.
2023-06-13 20:46:27 +02:00
Henrik Rydgård
7178c0cd42
Restore fragmentshader ID flags double and texalpha. Add a ubershader mode that uses dynamic state.
2023-05-25 10:19:01 +02:00
Henrik Rydgård
c9b7c815a1
~GPU_Vulkan: Check that we still have a draw_ pointer before trying to drain the compile queue.
2023-05-03 22:33:34 +02:00
Henrik Rydgård
2cca0b265e
Vulkan: Turn off the ubershader on T880, T860 and T830 on old driver versions.
2023-05-03 11:53:32 +02:00
Henrik Rydgård
97488c0a79
Vulkan: Before cleaning the shader managers, drain the shader compile queue.
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Mainly paranoia, but might help with the mutex crash from #17364
2023-05-02 22:05:28 +02:00
Henrik Rydgård
3616e0fb3c
Revert "Turn off light ubershader generation on Broadcom GPUs."
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See #16824
This reverts commit 1374fb040c .
2023-04-07 16:43:50 +02:00
Henrik Rydgård
3a69569580
Don't use inaccurate depth with Vulkan on any GPU except some special-cased Mali drivers.
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Fixes #17044
2023-04-03 22:36:13 +02:00
Henrik Rydgård
1374fb040c
Turn off light ubershader generation on Broadcom GPUs.
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Attempt at working around #16824
2023-04-02 17:39:28 +02:00