22 Commits
Author SHA1 Message Date
Flyinghead 9ec8b7e658 Merge remote-tracking branch 'origin/master' into dev 2026-10-04 11:56:16 +02:00
Richard Stokes e36e9df2dc vk oit: fix synchronization hazards between render passes and frames
The OIT color and depth/stencil attachments, a-buffers and pixel counter
are shared by consecutive render passes and by all frames in flight, but
the render pass had no external dependency covering them, and the pixel
counter reset wasn't synchronized with the fragment shaders using it.

With MoltenVK using Metal 3 argument buffers and residency sets (macOS 15+),
Metal no longer tracks hazards on resources accessed through argument
buffers, so input attachment reads and storage buffer accesses of a frame
may race with the attachment clears/loads and a-buffer writes of the next
one. This results in sporadic one-frame glitches with per-pixel alpha
sorting.

Issue #2495
2026-09-28 13:49:06 +02:00
Flyinghead 230d83654f vk: use dynamic rendering local read to implement 2ndary accumulator
Secondary accumulator fixes BANG! Gunship Elite, Evil Dead, Space
Channel 5 part 2 and WCCF in non-OIT mode.
Bind dummy imageView/buffer if a descriptor set doesn't use a slot. This
avoids referencing old resources and fixes validation errors when those
resources are deleted.
oit: lighter headers. Also bind dummy imageView/buffer where needed.
2026-09-07 18:58:08 +02:00
scribam 9df8866840 vk: use enums from vulkan-hpp (#2376)
[ci skip]
2026-07-04 17:34:11 +02:00
scribam f52c275c90 vk: use enums from vulkan-hpp (#2376)
[ci skip]
2026-06-16 14:46:18 +02:00
Flyinghead 4e6b5b270b vk: remove image barrier at end of oit pipeline
It seems to cause issues on snapdragon 8 elite (SM8750-AB). These GPUs
never cease to amaze me....
Partial revert of b4b4b3ab1e
Issue #2083
2025-10-15 19:58:41 +02:00
Flyinghead b4b4b3ab1e vk: add image barrier to work around nvidia 30xx issue
Add image barrier in VulkanContext::PresentFrame() for nvidia gpus.
Tentative fix for square glitches on nvidia 30xx series.
Issue #1631
oit: Add dependency from external to subpass 2 since vulkan's implicit
one is too relaxed.
2025-10-05 15:34:18 +02:00
Flyinghead 3330225de4 vk: (mali) add subpass dependency from subpass 2 to external
Add subpass dependency from the last subpass to external/top of pipe.
Fix glitches in upper left corner when using OIT on Mali GPUs.
Issue #1014
Issue #1234
Issue #1356
Issue #1497
Issue #1852
2025-05-02 15:37:29 +02:00
Flyinghead 2dd4cbe33d vk oit: draw transparent polys in the first frame after (re)init
Fixes missing background in progress window in Fighting Force 2
Issue #1652
2024-09-29 16:42:38 +02:00
Flyinghead 757732d0f8 vk oit: load correct attachment. Only reset pipelines when needed
Fixes partial renders: ECCO initial sequence.
Issue #1614
Don't reset pipelines when resizing framebuffer.
2024-08-29 12:57:10 +02:00
Flyinghead 7a27a43ba4 vulkan: Fix multipass RTT in OIT mode
Use correct temp attachment depending on pass count. Keep attachment
index to bind the correct one before final subpass.
Use correct initial layout for OP+PT attachment 1 (was eUndefined) when
creating the RTT render pass.
Fixes Alone in the Dark cutscenes.
Issue #1609

Recreate RTT attachments if switching CopyToVRAM on/off.
2024-08-24 16:37:52 +02:00
Flyinghead cc56b0fbae vk: multi render support
Fixes Quake III split screen vs. and MSR rear view mirror.
Issue #1511
2024-05-15 14:01:58 +02:00
Flyinghead 0f6e1752e3 rend: clear framebuffer when vram address changes
Fixes top and bottom leftovers from BIOS boot in San Francisco Rush
2049.
Issue #1197
2023-09-25 18:23:26 +02:00
Flyinghead 5df9127add vk: enable depth writing in oit pass so
Make sure both depth attachments are the same at the end of each pass.
Get rid of unneeded depth dependency/transition.
Issue #996
2023-03-28 21:20:37 +02:00
Flyinghead 94f3d80a75 Merge remote-tracking branch 'origin/master' into dev
# Conflicts:
#	CMakeLists.txt
#	core/hw/pvr/Renderer_if.cpp
#	core/oslib/audiobackend_alsa.cpp
#	core/rend/vulkan/desc_set.h
#	core/rend/vulkan/oit/oit_drawer.cpp
2022-11-02 20:12:34 +01:00
Flyinghead 5722dc90f0 Full framebuffer emulation. Renderer interface changes
Helps for:
Densha de Go! 2, Issue #171
Vigilante 8, Issue #275
Xtreme Sports
Sonic Shuffle
The Ring of the Nibelungen
2022-10-23 16:32:42 +02:00
scribam 8426bcad27 vulkan: simplify function calls 2022-10-08 18:32:01 +02:00
Flyinghead 7c53413bc5 vk oit: fix depth-only Tr pass
Cosmic smash
2021-11-05 18:36:09 +01:00
Flyinghead c3bc5cfc3b vk oit: use a 2nd depth attachment for subpass 1
subpass 1 needs writable depth buffer (see
9f60c5e854)
2021-05-30 18:20:04 +02:00
Flyinghead c03cf8eb45 rend: multi-render, delay swap, refactor main ui loop
move ui loop out of hw/pvr
vk: implement multi-rendering, delay swap. Load fb before render pass
fps counter now counts frames, not renders
vk: force ignoreTexAlpha for 565 texture in case the supporting texture
has an alpha channel (RTT). Fixes Alone in the Dark cinematic scenes.
pvr: better detection of frame swapping (FB_R_SOF/FB_W_SOF)
pvr: synchronous rendering now always waits for render in progress
(speed measurement not reliable, render skipped when multi-rendering)
vk: limit swap chain size to 2
2020-12-15 15:09:42 +01:00
Flyinghead a1981c48b6 vulkan: transition oit depth attachment after init. Avoid empty buffer 2019-12-08 22:39:30 +01:00
Flyinghead 8f80b427df vulkan: move oit renderer to own directory 2019-12-04 09:41:27 +01:00