4868c361e7
renderer_vulkan: Bump vertex buffer size
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* So software shaders don't crash
2022-12-25 22:23:46 +02:00
0c30dbf33e
renderer_vulkan: Add more microprofile targets
2022-12-25 22:23:46 +02:00
53370e81e2
renderer_vulkan: Improve StreamBuffer API and use it in TextureRuntime
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* Also use separate upload and download buffers optimized for write and readback respectively. This gives a huge 20+ FPS boost in most games which were bottlenecked by slow reads
2022-12-25 22:23:46 +02:00
b3fb260c84
renderer_vulkan: Fix allocation caching bug
2022-12-25 22:23:46 +02:00
599ca7caf7
renderer_opengl: Port scaled upload/download code from vulkan
2022-12-25 22:23:46 +02:00
abc0fd5e7b
renderer_vulkan: Include algorithm in vk_common
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* Appears to be a bug in vulkan-hpp
2022-12-25 22:23:46 +02:00
309b25d201
renderer_vulkan: Use linear filtering when possible
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* Fixes blocky artifacts in Samus Returns
2022-12-25 22:23:46 +02:00
9ac7ef20b0
renderer_vulkan: Abstract descriptor management
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* The pipeline cache was starting to get cluttered
2022-12-25 22:23:46 +02:00
ebade3594d
renderer_vulkan: Bump descriptor set allocation limit
2022-12-25 22:23:46 +02:00
dca159d79f
renderer_vulkan: Fix storage descriptor binding and respect color mask
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* RGBA8 surfaces now expose an additional R32Uint view used for storage descriptors. The format is guaranteed by the spec to support atomic loads/stores. This requires the mutable flag which incurs a performance cost, but might be better than breaking the current renderpass each draw when rendering shadows, especially on mobile
* Color mask is also implemented which fixes Street Fighter and Monster Hunter Stories
2022-12-25 22:23:46 +02:00
7007d5822a
renderer_vulkan: Implement depth uploads with blit
2022-12-25 22:23:46 +02:00
6f0fdf037f
renderer_vulkan: Use intermediate copy when framebuffer is used both as attachment and shader input
2022-12-25 22:23:46 +02:00
58621b0eb6
renderer_vulkan: Respect disk shader option
2022-12-25 22:23:46 +02:00
e8eef5c586
renderer_vulkan: Fix staging buffer size
2022-12-25 22:23:46 +02:00
2b37997a95
renderer_vulkan: Catch and log more runtime errors
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* Also add the ability to enable command buffer dumping which is very useful
2022-12-25 22:23:15 +02:00
558062efd7
renderer_vulkan: Batch allocate descriptor sets
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* Less driver calls should lead to better performance
2022-12-25 22:20:22 +02:00
5e880a4f26
renderer_vulkan: Emulate border color if possible
2022-12-25 22:20:22 +02:00
238956f773
renderer_vulkan: Implement scaled uploads and downloads
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* This commit includes large changes to have textures are handling. Instead of using ImageAlloc, Surface is used instead which provides multiple benefits: automatic recycling on destruction and ability to use the TextureRuntime interface to simplify operations
* Layout tracking is also implemented which allows transitioning of individual mip levels without errors
* This fixes graphical errors in multiple games which relied on framebuffer uploads
2022-12-25 22:20:22 +02:00
a5351bc596
renderer_vulkan: Fix renderpass issues
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* The cache didn't take into account the framebuffer and render area used, so if these changed the renderpass wouldn't restart. This caused graphical bugs in Pokemon X/Y
2022-12-25 22:20:22 +02:00
5b6e99b194
renderer_vulkan: Update stencil compare mask
2022-12-25 22:20:22 +02:00
3f3b4a2802
citra_qt: Fix graphics api indicator alignment
2022-12-25 22:20:22 +02:00
c19e8d36c9
renderer_opengl: Fix OpenGLES issues
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* Always request a 4.4 context until I figure out how to get Qt to cooperate
* Use RGBA for BGR since the converted table will do that conversion
2022-12-25 22:20:22 +02:00
2ec31f404b
renderer_vulkan: Report perf stats
2022-12-25 22:20:21 +02:00
28a2805450
renderer_vulkan: Better error handling
2022-12-25 22:20:21 +02:00
2601a1df6c
renderer_vulkan: Allow direct allocation of images
2022-12-25 22:19:26 +02:00
96d5bb553b
renderer_vulkan: Fix incorrect depth format detection
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* Intel iGPUs don't support blit on all depth/stencil formats which caused issues since the runtime checks for this while the renderpass cache does not
2022-12-25 22:19:26 +02:00
b4d0f442c8
renderer_vulkan: Actually minize state changes
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* Keep track of the current state and only update it when needed. Previously games would set the same state over and over cluttering renderdoc logs
2022-12-25 22:19:25 +02:00
2a68cab7d6
renderer_vulkan: Fix broken sync without timeline semaphores
2022-12-25 22:19:25 +02:00
009d73fdf6
renderer_vulkan: Allocate descriptor sets during reinterpretation
2022-12-25 22:19:25 +02:00
42af22f8fd
renderer_vulkan: Enable logic ops and fix swapchain resizing
2022-12-25 22:19:25 +02:00
b85d15b035
renderer_vulkan: Clear stencil with renderpass
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* Fixes outline retension in pokemon games
2022-12-25 22:19:25 +02:00
130e376c0c
renderer_vulkan: Fix pipeline cache crashes
2022-12-25 22:19:25 +02:00
f884986257
renderer_vulkan: Optimize tiled format convertion + fix vertex buffer alignment
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* Integrate format convertion to the morton copy function, removing the need for an intermediate copy and convertion pass. This should be beneficial for performance especially since most games use tiled textures
* Also bump vertex buffer size to avoid crashes with hardware shaders and provide correct offset on normal draws which fixes glitches in pokemon Y
* Reduce the local group size to 8 in the D24S8 compute shader which fixes graphical issues in the afformentioned pokemon games at native resolution
* Set LOD to 0 instead of 0.25 to fix another glitch in pokemon y
2022-12-25 22:19:25 +02:00
e23dc3efb1
renderer_opengl: Fix broken texture copy
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* Resolves graphical bugs in Professor Layton vs Ace Attorney when using OpenGL
2022-12-25 22:19:25 +02:00
dd5e95d7c6
renderer_vulkan: Pipeline cache fixes
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* Delete cache file if found invalid
* Name it after the vendor/device ids so each physical devices gets a separate cache
2022-12-25 22:19:25 +02:00
b72289eadd
video_core: Fix renderpass cache bug and introduce RGBA -> BGR converter
2022-12-25 22:19:25 +02:00
7a5d4f03da
renderer_opengl: Specify precision in compute shader and add RGB5A1 converter
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* Fixes OpenGLES crash
2022-12-25 22:19:25 +02:00
18fa277c71
renderer_vulkan: Complete hardware shader support
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* With these changes all commercial games I tested work fine and get a massive performance boost
2022-12-25 22:19:25 +02:00
73cc764091
renderer_vulkan: Begin hardware shader support
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* Still experimental and works only with homebrew
2022-12-25 22:19:25 +02:00
9dea514d45
citra: Fix build issues with MinGW and MSVC
2022-12-25 22:19:25 +02:00
0bfaa035b9
renderer_vulkan: Fix warnings and cleanup
2022-12-25 22:19:06 +02:00
85df778785
code: Run clang-format
2022-12-25 22:19:06 +02:00
e54a92c252
code: Address build issues
2022-12-25 22:18:04 +02:00
9145d4cec8
video_core: Re-implement format reinterpretation
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* Same as before but D24S8 to RGBA8 is switched to a compute shader which should provide better throughput and is much simpler to implement in Vulkan
2022-12-25 22:18:04 +02:00
c611592db6
citra_qt: Add physical device selection dialog
2022-12-25 22:18:04 +02:00
6aba809da8
renderer_opengl: Unbind unused framebuffer targets
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* Fixes graphical glitches in many games for some reason
2022-12-25 22:12:42 +02:00
f0449d79fd
renderer_opengl: Emulate texture copy with blit for now
2022-12-25 22:12:42 +02:00
33481ada7f
renderer_opengl: Address buffer overflow
2022-12-25 22:12:42 +02:00
67195974e7
video_core: Small code improvements
2022-12-25 22:12:42 +02:00
70c2376fd0
renderer_vulkan: Don't sample from mipmaps when using texture cubes
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* Mipmaps for texture cubes are unimplemented in the rasterizer cache, so sampling from mipmaps will return nothing
2022-12-25 22:12:42 +02:00