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
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
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
riperiperi
646be812ed
Report 32 bit query result on AMD windows (smo issue)
2022-06-17 22:46:59 +01:00
gdk
7838a45772
Add barrier before use of some modified images
2022-06-17 22:46:56 +01:00
gdk
2852ddf510
Fix A1B5G5R5 texture format and support R4G4 on Vulkan
2022-06-17 22:46:06 +01:00
gdk
dd54eb4be1
Geometry shader passthrough emulation
2022-06-17 22:46:05 +01:00
gdk
2713703d45
Do not clear unbound framebuffer color attachments
2022-06-17 22:46:05 +01:00
gdk
fd2e53fdc6
Raise textures limit to 64 on Vulkan
2022-06-17 22:46:05 +01:00
gdk
efa2868825
Remove unused PipelineConverter format variable (was causing IOR)
2022-06-17 22:46:04 +01:00
gdk
c95cdc853e
Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before)
2022-06-17 22:45:57 +01:00
gdk
5670022e27
Only enable ShaderFloat64 if the GPU supports it
2022-06-17 22:45:03 +01:00
gdk
1edc85c26e
Check if the subgroup size is supported before passing a explicit size
2022-06-17 22:45:03 +01:00
gdk
4648e37a31
Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight)
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Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different
2022-06-17 22:42:59 +01:00
gdk
7c32e4a3fe
Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA)
2022-06-17 22:42:58 +01:00
gdk
80d72504d4
Take componentMask and scissor into account when clearing framebuffer attachments
2022-06-17 22:42:58 +01:00
gdk
746eded2cf
Use explicit subgroup size if we can (might fix some block flickering on AMD)
2022-06-17 22:42:57 +01:00
gdk
3767cf4ce5
Fix some validation errors related to texel block view usage flag and invalid image barrier base level
2022-06-17 22:42:57 +01:00
gdk
03955d6b04
Allow null samplers (samplers are not required when only using texelFetch to access the texture)
2022-06-17 22:42:57 +01:00
gdk
3b444f0ea3
SPIR-V: Geometry shader passthrough support
2022-06-17 22:42:54 +01:00
gdk
2ef7622126
SPIR-V: Fix SwizzleAdd and some validation errors
2022-06-17 22:42:52 +01:00
riperiperi
90ae2dbf69
Fix validation error for query reset
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Need to think of a better way to do this.
2022-06-17 22:42:52 +01:00
riperiperi
05a736b6d3
Remove unnecessary lines
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Was for testing
2022-06-17 22:42:51 +01:00
riperiperi
4cc0c2132c
Rework Query stuff a bit to avoid render pass end
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Tries to reset returned queries in background when possible, rather than ending the render pass.
Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?)
2022-06-17 22:42:51 +01:00
riperiperi
eda65c8dd3
Copy query results after RP ends, rather than ending to copy
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We need to end the render pass to get the data (submit command buffer) anyways...
Reduces render passes created in games that use queries.
2022-06-17 22:42:51 +01:00
riperiperi
af4aae7951
Use a bitmap to do granular tracking for buffer uploads.
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This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful.
Avoids ending render passes to update buffer data (not all the time)
- 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI)
- Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI)
As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory)
Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here.
2022-06-17 22:42:51 +01:00
riperiperi
9c696fc2e1
Fix Multisampling
2022-06-17 22:42:50 +01:00
riperiperi
089fa6bd54
Make more robust to shader compilation failure
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- Don't freeze when GLSL compilation fails
- Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure.
2022-06-17 22:42:50 +01:00
riperiperi
d45b28f6b7
Cleanup for merge (note: disables spir-v)
2022-06-17 22:42:50 +01:00
riperiperi
c75860e627
Address some feedback
2022-06-17 22:42:49 +01:00
riperiperi
f6196fe07b
Multithreaded Pipeline Compilation
2022-06-17 22:42:49 +01:00
gdk
51d986da35
Multisampling: We can only resolve for unscaled copies
2022-06-17 22:42:47 +01:00
gdk
5efe0167ea
Multisampling: Use resolve if src samples count > dst samples count
2022-06-17 22:42:47 +01:00
gdk
6810796638
Multisampling support
2022-06-17 22:42:46 +01:00
riperiperi
fb20e5b371
Don't pass depth clip state right now (fix decals)
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Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted.
2022-06-17 22:42:45 +01:00
gdk
f1a1f477ef
Allow custom aspect ratio on Vulkan
2022-06-17 22:42:40 +01:00
gdk
9b779adf57
Better workaround for AMD vertex buffer size alignment issue
2022-06-17 22:42:39 +01:00
gdk
522e7933e8
Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more)
2022-06-17 22:42:39 +01:00
gdk
36b3ab0741
Fix draw outside of render pass and missing capability
2022-06-17 22:42:39 +01:00
gdk
5a3695c968
Don't pause transform feedback for multi draw
2022-06-17 22:42:39 +01:00
gdk
52249e50dd
Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers
2022-06-17 22:42:38 +01:00
riperiperi
0fe19f51c0
Insert barriers around vkCmdBlitImage (may fix some amd flicker)
2022-06-17 22:42:38 +01:00
riperiperi
3f38a8526c
Port #3019
2022-06-17 22:42:38 +01:00
riperiperi
2f066d1d6d
Force device local storage for textures (fixes linux performance)
2022-06-17 22:42:38 +01:00
riperiperi
1e167788d4
Fix counter queue leak when game decides to use host conditional rendering
2022-06-17 22:42:38 +01:00
riperiperi
d14dbb0cff
Use SupportBufferUpdater, add single layer flush
2022-06-17 22:42:38 +01:00
riperiperi
db5ac3488a
Use circular queue for checking consumption on command buffers
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Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once.
2022-06-17 22:42:38 +01:00