Commit Graph

3522 Commits

Author SHA1 Message Date
Henrik Rydgård
408088d1a5 Disable debug asserts and logging in Windows release builds
We allowed debug asserts and logging to be enabled in Windows on the
assumption of CPU power just always being strong enough. But there are
slow x86/x64 devices out there, and we shouldn't slow them down
unnecessarily.

Can always use debug builds to debug stuff.
2023-05-31 11:03:12 +02:00
Henrik Rydgård
e9e95d23ce VulkanDebug log fix, reduce log spam 2023-05-30 18:32:33 +02:00
Henrik Rydgård
49ecc01556 Fix image leak bug when pausing and we're just displaying a framebuffer in memory 2023-05-30 18:29:50 +02:00
Henrik Rydgård
364c205d95 Quick, suboptimal barrier fix for the new UpdateImageLevels functionality 2023-05-30 18:29:49 +02:00
Henrik Rydgård
25662a7f6c Implement UpdateTextureLevels for D3D11 2023-05-30 14:54:19 +02:00
Henrik Rydgård
3a9ce528e7 D3D11: Break out CreateStagingTexture 2023-05-30 14:43:54 +02:00
Henrik Rydgård
198f9756b8 D3D11 texture upload: Refactor for easier changes 2023-05-30 14:35:22 +02:00
Henrik Rydgård
7c4b9bac90 Cache textures created by MakePixelsTexture and reuse where appropriate. 2023-05-30 14:07:44 +02:00
Henrik Rydgård
0b1abf1de9 Add untested UpdateTextureLevels functionality to three of the four backends 2023-05-30 13:28:04 +02:00
Henrik Rydgård
f54f905be5 Vulkan: Remove support for other index types than 16-bit.
We don't have any use for them anyway.
2023-05-30 10:15:34 +02:00
Henrik Rydgård
0eec89c853 Fix a very tiny memory leak 2023-05-29 23:11:35 +02:00
Henrik Rydgård
5eb94350fa Show the class name in refcount debug asserts 2023-05-29 12:50:45 +02:00
Henrik Rydgård
d167a11b1c SDL: Add a way to reset OpenGL graphics by pressing F7. 2023-05-29 11:48:03 +02:00
Henrik Rydgård
50aa598ed1 Fix handling events in "empty" (no root) UIScreens 2023-05-27 00:35:25 +02:00
Henrik Rydgård
3715b1ffa1 Split the functions up, so you don't have to care about the Unsync ones at all in most cases while still getting synced behavior. 2023-05-26 18:41:13 +02:00
Henrik Rydgård
cca613e785 Initial work on queueing up UI events for processing. Key events excepted for now. 2023-05-26 18:41:13 +02:00
Henrik Rydgård
2675d6ea43
Input event and device enums (#17514)
* Switch deviceID from int to enum InputDeviceID, globally

* Switch axisId to enum InputAxis

* Change int keycodes to InputKeyCode where it makes sense.

* SDL input buildfix

* SDL keycode buildfix

* Switch on enum warning fixes

* Qt keycode buildfix

* iOS keycode buildfix

* UWP keycode buildfix

* More iOS buildfix

* More iOS buildfix

* Update DinputDevice.cpp
2023-05-26 18:40:13 +02:00
Henrik Rydgård
ad8827ae70 Cleanup, address feedback 2023-05-26 10:28:10 +02:00
Henrik Rydgård
82934b9212 OpenGL queue-runner: Add command counts (debug builds only). Useful for checking optimizations. 2023-05-25 14:15:54 +02:00
Henrik Rydgård
0a069f39c9 Windows: Make double-click-for-fullscreen less oversensitive. 2023-05-25 09:28:55 +02:00
Henrik Rydgård
12106ceb75 Format string fix 2023-05-24 15:52:39 +02:00
Henrik Rydgård
dfb446f89d Allow other backends than Vulkan to have GPU memory stats. Implement for GL. 2023-05-24 14:33:01 +02:00
Henrik Rydgård
62b41c6640 OpenGL: Add a simple pass list to gpu profiler 2023-05-24 14:08:19 +02:00
Henrik Rydgård
edd208791e Add tag field to GLRFramebuffer for debugging 2023-05-24 13:47:51 +02:00
Henrik Rydgård
f4035a0802 GLPushBuffer: Fix bug when growing, forgot to mark space used in the new buffer. Old bug! 2023-05-24 13:45:10 +02:00
Henrik Rydgård
84da0327d6 GLQueueRunner: Make DrawIndexed parameters more consistent. 2023-05-23 17:49:11 +02:00
Henrik Rydgård
f1f0bfae2d Driveby simplification, reduce logspam 2023-05-23 17:09:40 +02:00
Henrik Rydgård
d7ea2ebf8a GL: Add tags to push buffers for debug purposes. Double the default vertex buffer size. 2023-05-23 15:53:41 +02:00
Henrik Rydgård
72df93a2f1 GLMemory: Allow "rewind" 2023-05-23 14:41:27 +02:00
Henrik Rydgård
3f5206fa9a Also dirty-track the viewport 2023-05-23 10:09:38 +02:00
Henrik Rydgård
2081e2865a Dirty track a bunch more GL state. It's so expensive to change on old devices! 2023-05-23 10:02:10 +02:00
Henrik Rydgård
3b81b3ca80 Do dirty-tracking for stencil state 2023-05-23 09:14:24 +02:00
Henrik Rydgård
cb38c43d7e GL render manager: Merge the two stencil commands, for more compact command lists 2023-05-23 09:14:23 +02:00
Henrik Rydgård
234c1f05b8 Apply the same optimizations to the Vulkan backend. Smaller effect than for OpenGL. 2023-05-23 08:54:41 +02:00
Henrik Rydgård
0b9dfac844 Make sure VKRRenderThreadTask isn't copied. 2023-05-23 08:54:41 +02:00
Henrik Rydgård
ab34d20058 Add more methods to FastVec 2023-05-23 08:54:41 +02:00
Henrik Rydgård
37906384ee Use the faster pushes. 2023-05-23 08:54:41 +02:00
Henrik Rydgård
47931deda7 Switch to FastVec for commands. Slower than std::vector! 2023-05-23 08:54:41 +02:00
Henrik Rydgård
558e29a9bb Switch to the copy-free method of initializing initsteps 2023-05-23 08:54:41 +02:00
Henrik Rydgård
956d784bde Add FastVec, start using it for InitSteps 2023-05-23 08:54:40 +02:00
Henrik Rydgård
78eaa8c235 Make sure we never copy GLRRenderThreadTask objects 2023-05-23 08:53:48 +02:00
Henrik Rydgård
c30895b6b4 Remove unnecessary variable 2023-05-23 08:53:48 +02:00
Henrik Rydgård
e4a729d371 Remove unnecessary zero-initialization of GLRRenderCommand structs 2023-05-23 08:53:48 +02:00
Henrik Rydgård
b9157fd4d4 Break out EnableDisableVertexArrays 2023-05-23 08:52:42 +02:00
Henrik Rydgård
a4baed4c0c Minor GLPushBuffer cleanup (now same API as the VK one) 2023-05-23 08:41:09 +02:00
Henrik Rydgård
d7a5edeb6f GL: Break out GLPushBuffer from GLRenderManager.cpp/h 2023-05-23 08:41:09 +02:00
Henrik Rydgård
736ba3dd90
Merge pull request #17357 from unknownbrackets/game-search
Add half of game list search
2023-05-23 08:31:04 +02:00
Henrik Rydgård
67a35d3476
Merge pull request #17356 from unknownbrackets/minor-cleanup
Cleanup some more string formats, mostly in debugger
2023-05-23 08:29:23 +02:00
Henrik Rydgård
5d7a0516cc
Merge pull request #17475 from hrydgard/opengl-basic-profiler
Add a trivial profiling tool to the OpenGL backend
2023-05-17 15:01:16 +02:00
Henrik Rydgård
05b6bbdc56 Add a trivial profiling tool to the OpenGL backend - meaasure the time it takes to run a frame of commands.
Accessed from the in-game dev menu just like the Vulkan frame profiler.

With this we can easily see that actually submitting the GL commands is often the bottleneck on old
devices like a Galaxy S3.
2023-05-17 14:38:11 +02:00