Henrik Rydgård
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22e28e218b
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Merge pull request #10411 from hrydgard/gl-render-manager
GL render manager - new faster GL multithreading
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2018-01-31 12:22:07 +01:00 |
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Henrik Rydgård
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c60c8ed68a
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Debug visualization for the Vulkan memory allocator. Shows some interesting behaviour.
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2018-01-29 19:38:10 +01:00 |
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Unknown W. Brackets
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db0989a9d0
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Debugger: Fix texture preview in GLES.
Also, fix issues with the first view of a texture in Vulkan / D3D11.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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b5e5d72a0a
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Complete the separation of depth and stencil renderpass flags
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2017-12-30 22:52:22 +01:00 |
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Unknown W. Brackets
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d6da758ed3
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GPU: Remove duplicate BACKEND constants.
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2017-12-26 15:55:24 -08:00 |
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Henrik Rydgård
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dc6a4ea753
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Fix annoying name clashes (Status is in X11 headers..)
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2017-12-15 16:34:29 +01:00 |
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Henrik Rydgård
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2ebae034a4
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Vulkan: Show samplers in "shader debug"
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2017-12-07 09:28:18 +01:00 |
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Henrik Rydgård
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aa0cc6712f
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Clip block transfer destinations. Should fix crash in #10011. Stats: Invent some sort of usage metric for device memory allocators.
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2017-12-03 15:00:25 +01:00 |
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Henrik Rydgård
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d0c248368d
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Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it's unnecessary to have the UI put pressure on that.
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2017-12-03 10:29:41 +01:00 |
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Henrik Rydgård
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97bdc72d90
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Vulkan: Only call EndCreate on the texture if it actually exists.. Though not having one would be bad.
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2017-12-03 10:21:51 +01:00 |
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Henrik Rydgård
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971995fa3d
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Move aniso to the sampler cache key.
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2017-11-15 19:07:41 +01:00 |
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Henrik Rydgård
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909fb6b3a4
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Cleanups
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2017-11-15 16:31:17 +01:00 |
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Henrik Rydgård
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65275c29b7
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Share UpdateSamplingParams between D3D11 and Vulkan. Support lod bias in Vulkan.
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2017-11-15 14:21:17 +01:00 |
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Henrik Rydgård
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b958432783
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Properly zero samplercache keys before filling them out.
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2017-11-15 14:21:17 +01:00 |
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Henrik Rydgård
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f564c59248
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Mipmaps: Disable LOD bias in slope mode as that's not how it works.
Works around #9772
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2017-11-15 14:21:17 +01:00 |
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Henrik Rydgård
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a0f1276a5c
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Vulkan: Use optimal alignment for texture uploads. May help stutter in #10105 ?
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2017-11-13 17:18:12 +01:00 |
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Unknown W. Brackets
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e3b3828b15
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TexCache: Check alpha before scaling.
This will be faster when scaling. We no longer need to wait, since we
only care about full alpha now.
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2017-11-12 16:19:28 -08:00 |
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Unknown W. Brackets
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9fbcc01afa
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TexCache: Remove simple 0/1 alpha check.
No practical optimizations have come of this, so it's a waste of time.
Slows down Vulkan too.
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2017-11-12 16:17:46 -08:00 |
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Unknown W. Brackets
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fb65c7b87b
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Vulkan: Avoid checking texture alpha after scale.
Since we're decoding to mapped memory, we don't want to read from it if
possible, especially not a large amount of data like an upscaled texture.
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2017-11-12 15:53:59 -08:00 |
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Henrik Rydgård
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3cc5d8f40a
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More minor vulkan fixes and cleanups. Don't actually call "Resized" if the size stays the same.
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2017-11-10 12:41:06 +01:00 |
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Henrik Rydgård
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6eb58b1252
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Keep the draw context up to date in a bunch of places. More logging.
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2017-11-09 16:28:22 +01:00 |
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Unknown W. Brackets
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fc32a7b24e
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Vulkan: Show textures in GE debugger.
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2017-11-06 00:29:01 -08:00 |
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Henrik Rydgård
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2b7d1c1ded
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Vulkan: Fix bug in depal causing Sonic Rivals to be grayscale.
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2017-11-05 10:37:22 +01:00 |
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Henrik Rydgård
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066ad46915
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Minor depal state dirtying fix
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2017-11-05 10:20:18 +01:00 |
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Henrik Rydgård
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96cd368878
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Make VulkanTexture "immutable".
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2017-11-01 08:49:48 +01:00 |
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