RMED24
3b6fb29ec2
a
2022-06-22 11:14:08 +01:00
RMED24
f4c094aa98
Merge branch 'pr/3405'
2022-06-22 11:02:05 +01:00
RMED24
1100e5e1a6
Merge pull request #1 from gdkchan/vulkan-rel
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Vulkan rel
2022-06-22 10:37:41 +01:00
gdk
6d277130da
Adjust bindings array sizes
2022-06-22 00:11:17 -03:00
gdk
3b9bf0666f
Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs
2022-06-21 23:10:16 -03:00
riperiperi
6096dd75b2
Handle the case where byte optionValues are sent to BSD
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Some games and the Mario Odyssey Multiplayer mod do this.
The SMO multiplayer mod also needs you to revert #3394 as it uses a blocking socket to receive (otherwise it hangs), and it doesn't seem to like being forced as non-blocking.
2022-06-18 22:08:47 +01:00
riperiperi
cd3ad0a6ab
Push descriptor support check, buffer redundancy checks
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Should make push descriptors faster, needs more testing though.
2022-06-17 23:23:43 +01:00
gdk
db4e7d28ea
Use push descriptors for uniform buffer updates (disabled for now)
2022-06-17 22:47:06 +01:00
riperiperi
f2b1cfe10c
Fix D32S8 copy workaround (AMD)
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Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things.
2022-06-17 22:47:05 +01:00
Emmanuel Hansen
002bfc65ae
Use selected gpu from config for avalonia ( #7 )
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* use configured device
* address review
2022-06-17 22:47:05 +01:00
gdk
0860e208b2
Add missing clear layer parameter after rebase
2022-06-17 22:47:05 +01:00
gdk
0e06449f90
Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks
2022-06-17 22:47:05 +01:00
gdk
e1e69f64bc
Ensure all fences are destroyed on dispose
2022-06-17 22:47:05 +01:00
gdk
ed681977f9
If S8D24 is not supported, use D32FS8
2022-06-17 22:47:05 +01:00
gdk
8cac0e2b51
Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added
2022-06-17 22:47:05 +01:00
riperiperi
088ea4545c
Fix and enable background compute shader compilation
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Also disables warnings from shader cache pipeline misses.
2022-06-17 22:47:05 +01:00
gdk
d31360e7da
Implement GPU selector and expose texture recompression on the UI and config
2022-06-17 22:47:04 +01:00
riperiperi
c98b61ade8
Use RobustBufferAccess on NVIDIA gpus
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Avoids the SMO waterfall triangle on older NVIDIA gpus.
2022-06-17 22:47:04 +01:00
riperiperi
db5a1a6aa6
Workaround RADV crash
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Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist".
2022-06-17 22:47:04 +01:00
gdk
378b3147b7
Remove pre-compiled shaderc binary for Windows as its no longer needed by default
2022-06-17 22:47:04 +01:00
gdk
c07abe4ec0
Pre-compile helper shader as SPIR-V, and some fixes
2022-06-17 22:47:04 +01:00
gdk
400ed2d96d
Add minimal pipeline layouts that only contains used bindings
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They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders
2022-06-17 22:47:04 +01:00
gdk
38ecf0f117
Remove old CompileShader methods from the Vulkan backend
2022-06-17 22:47:03 +01:00
gdk
b6764620be
Support multisample texture copy with automatic resolve on Vulkan
2022-06-17 22:47:03 +01:00
gdk
572759a4ac
Combine non-buffer with buffer image descriptor sets
2022-06-17 22:47:03 +01:00
Emmanuel Hansen
8a1bdf1f1e
Add support for avalonia ( #6 )
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* add avalonia support
* only lock around skia flush
* addressed review
* cleanup
* add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check
* fix getting window handle on linux. skip render is size is 0
2022-06-17 22:47:03 +01:00
riperiperi
2000070330
Flush queries on attachment change rather than program change
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Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending.
Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets.
2022-06-17 22:47:03 +01:00
riperiperi
d4b9a6378f
Bounds check on bitmap add.
2022-06-17 22:47:02 +01:00
gdk
1fac9dc29b
If MultiViewport is not supported, do not try to set more than one viewport/scissor
2022-06-17 22:47:02 +01:00
gdk
74a8f37f8d
Do not require null descriptors support
2022-06-17 22:47:02 +01:00
gdk
c832f55618
Fix inverse viewport transform vector type on SPIR-V
2022-06-17 22:47:02 +01:00
riperiperi
281f16aa36
Fix dependency
2022-06-17 22:47:02 +01:00
riperiperi
6ba93addf7
Fix BCn 4/5 conversion, GetTextureTarget
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BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect.
GetTextureTarget was not creating a view with the replacement format.
2022-06-17 22:47:02 +01:00
gdk
782a0c4e93
Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host
2022-06-17 22:47:02 +01:00
riperiperi
65cecb0c2f
Fix headless build
2022-06-17 22:47:01 +01:00
riperiperi
d2cef41c5b
Fix Avalonia Rebase
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Vulkan is currently not available on Avalonia, but the build does work and you can use opengl.
2022-06-17 22:47:01 +01:00
riperiperi
52050e4d48
Fix gl_FragCoord.z transformation
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FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs.
Fixes Pokemon Sword/Shield, possibly others.
2022-06-17 22:47:01 +01:00
riperiperi
f636810c6c
Check for transform feedback query support
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Sometimes transform feedback is supported without the query type.
2022-06-17 22:47:01 +01:00
riperiperi
d4ccb6b895
Return of the Vector Indexing Bug
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One day, everyone will get this right.
2022-06-17 22:47:00 +01:00
riperiperi
9f0feb8879
Don't create query pools for unsupported query types
2022-06-17 22:47:00 +01:00
riperiperi
5a6a70e3d5
Fix typo
2022-06-17 22:47:00 +01:00
riperiperi
182c95a588
Vulkan/SPIR-V support for viewport inverse
2022-06-17 22:47:00 +01:00
riperiperi
884ee76d7c
Update guest cache to v1.1 (due to specialization state changes)
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This will explode your shader cache from earlier vulkan build, but it must be done. 😔
2022-06-17 22:47:00 +01:00
riperiperi
f21761555c
Add Gl StencilOp enum values to Vulkan
2022-06-17 22:47:00 +01:00
riperiperi
a34efcd398
Remove gl_FragDepth scaling
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This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade.
2022-06-17 22:47:00 +01:00
riperiperi
c3951877f7
Geometry Shader index count from ThreadsPerInputPrimitive
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Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL
2022-06-17 22:46:59 +01:00
riperiperi
8097480b02
Improvements to -1 to 1 depth mode.
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- Transformation is only applied on the last stage in the vertex pipeline.
- Should fix some issues with geometry and tessellation (hopefully)
- Reading back FragCoord Z on fragment will transform back to -1 to 1.
2022-06-17 22:46:59 +01:00
gdk
daaa7fda11
Do not report R4G4 format as supported on Vulkan
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It was causing mario head to become white on Super Mario 64 (???)
2022-06-17 22:46:59 +01:00
gdk
2e53b2e0e8
Add texture recompression support (disabled for now)
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It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures
2022-06-17 22:46:59 +01:00
riperiperi
646be812ed
Report 32 bit query result on AMD windows (smo issue)
2022-06-17 22:46:59 +01:00