Commit Graph

102 Commits

Author SHA1 Message Date
Henrik Rydgård
4d637342f7 Log source code for failed pipeline creations 2022-11-08 00:21:08 +01:00
Henrik Rydgård
8413473fa4 Fix more cases, GTA works now. 2022-10-27 11:05:59 +02:00
Henrik Rydgård
d3804ec2e5 Misc multiview hackery 2022-10-27 11:05:58 +02:00
Henrik Rydgård
cdee10fe86 Vulkan: Basic geoshader code generation. 2022-10-02 07:42:17 -07:00
Unknown W. Brackets
fbdb278168 Vulkan: Update shader cache format for geo shaders. 2022-10-02 07:42:16 -07:00
Unknown W. Brackets
d16caa71af Vulkan: Add geometry shader ID tracking.
We're still not generating them, yet.  But this tracks the objects and
IDs through the pipeline.
2022-10-02 07:42:16 -07:00
Henrik Rydgård
9d1355e137 Always do the vertex shader part of the fog computation.
In #16104, we drastically reduced the number of shader variants for
games that use flexible lighting setups. I looked at a few games and it
seems that a lot of games have the same shaders with fog on/off, while
fog is super cheap to compute. So let's just always do it, reducing
vertex shader variants further (though the amount of pipelines will probably
remain the same, since we still specialize the fragment shader).

Might also be worth adding a dynamic bool for the fragment shader, but
if so, doing it separately.
2022-09-26 09:30:54 +02:00
Henrik Rydgård
9f3dfe7ebe Vulkan: Don't compile pipeline variants that don't make sense given their flags.
Ran into this with cache files from previous version of my change.

Also bumping the shader cache ID again to avoid this in other ways, but
good to be robust here.
2022-09-24 22:39:22 +02:00
Henrik Rydgård
8e30a7ccfc Vulkan: Don't have renderpasses store/load depth buffers when we don't use them 2022-09-22 10:06:05 +02:00
Henrik Rydgård
ce82fce8de Use subpass dependencies to implement shader framebuffer read in Vulkan. 2022-09-16 19:19:42 +02:00
Henrik Rydgård
14b5a1a7cd Fix pipeline lifetime issue, misc. 2022-09-08 00:38:32 +02:00
Henrik Rydgård
77819c6f80 Lifetime fixes, cleanups 2022-09-08 00:38:32 +02:00
Henrik Rydgård
befcfb470c Fix shader caching. 2022-09-08 00:38:32 +02:00
Henrik Rydgård
e828df9f25 Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType). 2022-09-08 00:32:03 +02:00
Henrik Rydgård
c06cf8efaa Switch Vulkan pipelines to use promises for synchronization
Slightly more expensive I guess but shouldn't be much of a bottleneck.
2022-09-03 15:21:08 +02:00
Henrik Rydgård
93422f6dea Don't block on shader creation until it's time to create the pipeline. 2022-09-03 15:21:07 +02:00
Henrik Rydgård
e2c740827a Use shader module promises as keys in pipeline cache instead of the actual shader modules.
Prevents early block.
2022-09-03 15:21:07 +02:00
Henrik Rydgård
ec0586ba50 Use promises to hold shader modules, for later asyncification 2022-09-03 15:21:07 +02:00
Unknown W. Brackets
7ec62a32b4 GPU: More consistently clear ptrs on DeviceLost().
Rather get a null pointer crash than confusing buggy use-after-free
excitement.
2022-08-23 20:15:30 -07:00
Unknown W. Brackets
fe7b573a38 Vulkan: Fix use-after-free on shutdown. 2021-12-09 23:52:10 -08:00
Henrik Rydgård
dda425b068 Vulkan: Add a single background thread for pipeline creation
Add proper waits for compile-done

Don't rely on non-standard struct initialization of classes

Attempt to drain the pipeline compile queue before destroying the PipelineManager.

Vulkan: Bump the cache version for testing
2021-11-21 18:36:00 +01:00
Henrik Rydgård
62f4875e24 VulkanRenderManager: Add deferred pipeline creation (to get it off the CPU thread) 2021-11-21 18:36:00 +01:00
Unknown W. Brackets
60bd25582c Vulkan: Remove wide line handling.
No longer used, since we convert lines to triangles now.
2021-10-31 14:47:21 -07:00
Unknown W. Brackets
4ec75de0e7 GPU: Add fog separately for swtransform verts.
At this point, still being processed wrong, this just changes the
attribute structure.
2021-10-30 18:22:54 -07:00
Bram Verweij
a31cbe42d2 Rename namespace to PPSSPP_VK, remove indentation 2021-08-21 12:39:15 +02:00
Bram Verweij
cc00a4132d Prevent dlopen collisions between ppsspp_libretro.so and libvulkan.so 2021-08-20 11:22:57 +02:00
Henrik Rydgård
f8ad621df5 PipelineManagerVulkan: Log shader source when pipeline creation fails. 2021-03-08 00:12:38 +01:00
Unknown W. Brackets
e85a8b0f5b Global: Cleanup class init order warnings. 2021-02-15 11:59:45 -08:00
Unknown W. Brackets
f32f89dd90 Global: Remove some unused variables. 2021-02-15 11:59:45 -08:00
Henrik Rydgård
5ece3de8ba Track and accumulate pipeline flags for render passes.
(Information that will later let us make some interesting optimizations)
2020-10-11 12:22:25 +02:00
Henrik Rydgård
0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård
821817e6d4 Move the profiler to Common 2020-10-04 11:42:16 +02:00
Henrik Rydgård
6e9d5ffbd7 VulkanRenderManager: Improve logging. LogSteps output is much better.
More logging improvements
2020-08-27 21:50:05 +02:00
Henrik Rydgård
5d64fc5ff1 Switch to PPSSPP's assert functions (don't use the system's) 2020-08-16 10:01:10 +02:00
Henrik Rydgård
62a8329c33 Remove sstream from stringutil.h. See #13267 2020-08-10 14:33:00 +02:00
Henrik Rydgård
c5e0b799d9 Remove category from _assert_msg_ functions. We don't filter these by category anyway.
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Henrik Rydgård
1e3711ee66 Vulkan blend factor: Bugfix and minor optimization 2019-10-13 21:17:29 +02:00
Henrik Rydgård
3916f8d7b6 Add a little reminder to self with a link to an interesting article. 2019-07-23 17:45:52 +02:00
Henrik Rydgård
3445f39f3f Survive pipeline creation failure on Vulkan. Makes Burnout playable on Pocophone... Sigh.
Minor cleanups.
2019-03-11 16:40:10 +01:00
Henrik Rydgard
e30daa8027 Remove unused API, assorted cleanup.
No longer enable the geometry shader feature, no plans to use it.
2019-02-05 21:31:43 +01:00
Henrik Rydgard
8e1a5ef3d6 Minor refactor of physical device property/feature detection, to allow for more extension use. 2019-02-05 18:07:17 +01:00
Henrik Rydgard
fdd0d7acb4 More Vulkan validation fixes
NVIDIA no longer uses nVidia capitalization.
2019-02-05 18:07:11 +01:00
Henrik Rydgard
128c0adc39 Vulkan: Fix typo, bump shader cache version. 2019-02-04 14:22:19 +01:00
Henrik Rydgard
c38c5469c4 Fixes for issues found by Vulkan validation layers, including a common non-harmful perf warning (doesn't fix all cases, but does fix the most common one). 2019-01-25 20:18:56 +01:00
Unknown W. Brackets
40ca49d0e3 GPU: Cancel shader preload on shutdown/lost.
Otherwise, we could've ended up with shaders loading after or during the
lost event, and dense hash map corruption.
2018-10-30 20:32:12 -07:00
Henrik Rydgård
b037efdb55 If there are multiple Vulkan devices, show a setting to allow the user to choose. 2018-06-06 10:20:12 +02:00
Unknown W. Brackets
cddc7b5dc5 Vulkan: Fix cache file error handling warnings. 2018-04-14 10:59:41 -07:00
Henrik Rydgård
1c99ebcbcc Fix DecFmt bug 2018-04-10 12:12:47 +02:00
Henrik Rydgård
69309aa400 Revert "Remove some remains of software skinning"
This reverts commit 2d33d526b8.
2018-04-10 11:21:56 +02:00
Henrik Rydgård
170b600835 Oops, fix mistake in #10834 2018-03-29 16:21:58 +02:00