ReinUsesLisp
2a0aeaa3d2
vk_rasterizer: Flush work on clear and dispatches
2021-07-22 21:51:34 -04:00
FernandoS27
c736b9ffab
DMA: Restrict optimised path for BlockToLinear further.
2021-07-22 21:51:34 -04:00
ReinUsesLisp
f45f7b5c2a
vk_swapchain: Handle outdated swapchains
...
Fixes pixelated presentation on Intel devices.
2021-07-22 21:51:34 -04:00
FernandoS27
562af30181
shader: Fix VertexA Shaders.
2021-07-22 21:51:34 -04:00
ReinUsesLisp
b02c78b276
vk_buffer_cache: Handle null texture buffers
...
Fixes a crash on Age of Calamity cutscenes.
2021-07-22 21:51:34 -04:00
ReinUsesLisp
8f099af6a8
nsight_aftermath_tracker: Fix SPIR-V module writes
2021-07-22 21:51:34 -04:00
ReinUsesLisp
8c954fcaee
vk_pipeline_cache: Set support_derivative_control to true
2021-07-22 21:51:34 -04:00
ReinUsesLisp
79f2fe1a39
glasm: Use ARB_derivative_control conditionally
2021-07-22 21:51:34 -04:00
ReinUsesLisp
4a2361a1e2
buffer_cache: Reduce uniform buffer size from shader usage
...
Increases performance significantly on certain titles.
2021-07-22 21:51:34 -04:00
ReinUsesLisp
e57ee3b7fd
transform_feedback: Read buffer stride from index instead of layout
2021-07-22 21:51:34 -04:00
ReinUsesLisp
46bd362d0d
fixed_pipeline_state: Use regular for loop instead of ranges for perf
...
MSVC generates better code for it.
2021-07-22 21:51:34 -04:00
ReinUsesLisp
d26271b014
vk_swapchain: Avoid recreating the swapchain on each frame
...
Recreate only when requested (or sRGB is changed) instead of tracking
the frontend's size. That size is still used as a hint.
2021-07-22 21:51:34 -04:00
ReinUsesLisp
1148a4eac7
vulkan: Conditionally use shaderInt16
...
Add support for Polaris AMD devices.
2021-07-22 21:51:34 -04:00
ReinUsesLisp
77372443c3
vulkan: Enable depth bounds and use it conditionally
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Intel devices pre-Xe don't support this.
2021-07-22 21:51:34 -04:00
ReinUsesLisp
c44b16124f
vk_buffer_cache: Add transform feedback usage to buffers
2021-07-22 21:51:34 -04:00
ReinUsesLisp
916ca74324
opengl: Declare fragment outputs even if they are not used
...
Fixes Ori and the Blind Forest's menu on GLASM. For some reason
(probably high level optimizations) it is not sanitized on SPIR-V for
OpenGL. Vulkan is unaffected by this change.
2021-07-22 21:51:34 -04:00
ReinUsesLisp
a7e9756671
buffer_cache: Mark uniform buffers as dirty if any enable bit changes
2021-07-22 21:51:34 -04:00
ReinUsesLisp
99f2c31b64
vulkan_device: Enable float64 and int64 conditionally
...
Add Intel Xe support.
2021-07-22 21:51:34 -04:00
ReinUsesLisp
56d4a9ebde
texture_cache: Reduce invalid image/sampler error severity
2021-07-22 21:51:34 -04:00
ReinUsesLisp
b7764c3a79
shader: Handle host exceptions
2021-07-22 21:51:34 -04:00
ReinUsesLisp
3b595fe8b2
glasm: Prepare XFB from state instead of global registers
2021-07-22 21:51:33 -04:00
ReinUsesLisp
adb591a757
glasm: Use storage buffers instead of global memory when possible
2021-07-22 21:51:33 -04:00
ReinUsesLisp
a41b2ed391
gl_shader_cache: Add disk shader cache
2021-07-22 21:51:33 -04:00
ReinUsesLisp
a49532c8eb
video_core,shader: Clang-format fixes
2021-07-22 21:51:33 -04:00
ReinUsesLisp
eacf18cce9
gl_shader_cache: Rename Program abstractions into Pipeline
2021-07-22 21:51:33 -04:00
ReinUsesLisp
4017928213
gl_shader_cache: Do not flip tessellation on OpenGL
2021-07-22 21:51:33 -04:00
ReinUsesLisp
80884e3270
gl_graphics_program: Fix texture buffer bindings
2021-07-22 21:51:33 -04:00
ReinUsesLisp
1bccb43cbe
gl_shader_cache: Conditionally use viewport mask
2021-07-22 21:51:33 -04:00
ReinUsesLisp
c31521512f
gl_shader_cache,glasm: Conditionally use typeless image reads extension
2021-07-22 21:51:33 -04:00
ReinUsesLisp
df406246d9
gl_shader_cache: Improve GLASM error print logic
2021-07-22 21:51:33 -04:00
ReinUsesLisp
84feabac88
glasm: Implement forced early Z
2021-07-22 21:51:33 -04:00
ReinUsesLisp
6bc54e12a0
glasm: Set transform feedback state
2021-07-22 21:51:33 -04:00
ReinUsesLisp
69b910e9e7
video_core: Abstract transform feedback translation utility
2021-07-22 21:51:33 -04:00
ReinUsesLisp
c07cc9d6a5
gl_shader_cache: Pass shader runtime information
2021-07-22 21:51:33 -04:00
ReinUsesLisp
9e7b6622c2
shader: Split profile and runtime information in separate structs
2021-07-22 21:51:33 -04:00
ReinUsesLisp
54decced92
gl_shader_manager: Zero initialize current assembly programs
2021-07-22 21:51:32 -04:00
ReinUsesLisp
c0e4074721
gl_shader_manager: Remove unintentionally committed #pragma
2021-07-22 21:51:32 -04:00
ReinUsesLisp
690b1841e6
renderer_opengl: State track compute assembly programs
2021-07-22 21:51:32 -04:00
ReinUsesLisp
c5ca4fe451
renderer_opengl: State track assembly programs
2021-07-22 21:51:32 -04:00
ReinUsesLisp
85fc7e584e
HACK: Bind stages before and after bindings
...
Works around a bug where program parameters are only applied to the
current stage, and this one wasn't bound at the moment.
Affects all SSBO usages on GLASM.
2021-07-22 21:51:32 -04:00
ReinUsesLisp
8b7d5912d6
glasm: Support textures used in more than one stage
2021-07-22 21:51:32 -04:00
ReinUsesLisp
258f2dec1b
opengl: Initial (broken) support to GLASM shaders
2021-07-22 21:51:31 -04:00
ReinUsesLisp
568d813eea
vk_update_descriptor: Properly initialize payload on the update descriptor queue
2021-07-22 21:51:31 -04:00
ReinUsesLisp
01e18581b9
vk_pipeline_cache: Enable int8 and int16 types on Vulkan
2021-07-22 21:51:30 -04:00
ReinUsesLisp
dc02cb92e4
gl_rasterizer: Flush L2 caches before glFlush on GLASM
2021-07-22 21:51:30 -04:00
ReinUsesLisp
2c81ad8311
glasm: Initial GLASM compute implementation for testing
2021-07-22 21:51:30 -04:00
ReinUsesLisp
36f1586267
vk_scheduler: Use locks instead of SPSC a queue
...
This tries to fix a data race where we'd wait forever for the GPU.
2021-07-22 21:51:30 -04:00
ReinUsesLisp
56c47951c5
vk_query_cache: Wait before reading queries
2021-07-22 21:51:30 -04:00
ReinUsesLisp
a515036604
vk_master_semaphore: Use fetch_add to increase master semaphore tick
2021-07-22 21:51:30 -04:00
ReinUsesLisp
bfa47539f6
gl_shader_cache: Remove code unintentionally committed
2021-07-22 21:51:30 -04:00