Robin Kertels
38a5774a85
Android: Remove GPU driver from per-game settings
2023-06-23 20:13:14 +02:00
Robin Kertels
6f55b26751
Android: Fix Adrenotools in release builds
2023-06-11 22:44:48 +02:00
Robin Kertels
2da7d16b7c
Android: Implement a UI for Adrenotools
2023-06-11 13:53:31 +02:00
Robin Kertels
23bebc5270
VideoBackends:Vulkan: Allow loading custom drivers on Android
...
... using libadrenotools
2023-06-11 13:52:34 +02:00
Robin Kertels
57ed5320b5
Android: Fix various issues with the DocumentProvider
...
Fixes copying & deleting folders and copy conflict handling.
2023-04-15 20:53:01 +02:00
Robin Kertels
1596b13743
Android: Give Debug and Benchmark builds unique names
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on the launcher and for the DocumentsProvider
2023-04-08 15:56:44 +02:00
Robin Kertels
ee563189fd
Android: Adjust user data text to match DocumentProvider
2023-03-26 20:32:43 +02:00
Robin Kertels
43d346aba4
Android: Open DocumentProvider directly when tapping the File Manager button
2023-03-24 00:33:42 +01:00
Robin Kertels
93fce0e4b6
VideoCommon:VertexManagerBase: Only calculate remaining indices once
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Before, both of those were calculated 3 times due to the ASSERTs.
2023-03-20 20:59:50 +01:00
Robin Kertels
408b09da31
VideoCommon:VertexShaderManager: Inline SetVertexFormat & UpdateValue/Offset
2023-03-20 20:59:38 +01:00
Robin Kertels
c1be9628fc
VideoBackends:Vulkan: Use WorkQueueThread
2023-03-20 16:40:32 +01:00
Robin Kertels
9d422d14d5
WorkQueueThread: Fix WaitForCompletion
2023-03-20 16:31:40 +01:00
Robin Kertels
9186050daa
VideoBackends:Vulkan: Clean up submission thread BlockingLoop usage
2023-03-20 16:23:35 +01:00
Robin Kertels
7703fef3a4
VideoCommon:VertexLoaderManager: Only update vertex format in shader manager if necessary.
2023-03-20 00:41:16 +01:00
Robin Kertels
784ce78eaf
Android: Use $applicationId for DocmentProvider authority
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Fixes side by side installation of debug, benchmark and release builds.
2023-03-12 15:28:21 +01:00
Robin Kertels
13ed46a488
Android: Implement DocumentProvider
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This allows users to access the Dolphin user directory.
2023-03-08 23:09:49 +01:00
Robin Kertels
1b47144312
Android: Center list view headers
2023-03-08 18:57:19 +01:00
Robin Kertels
edde253724
Android: Only show divider in settings for headers
2023-03-08 18:57:08 +01:00
Robin Kertels
2695666e6d
VideoBackends:Vulkan: Fix printing validation errors
2023-02-16 17:53:15 +01:00
Robin Kertels
94a0c50bf8
WorkQueueThread: Rework without Flags/Events
2023-02-04 14:31:16 +13:00
Robin Kertels
9affbfe683
WorkQueueThread: Implement proper Flush
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and rename the existing Flush to FlushOne.
2023-02-04 14:31:16 +13:00
Robin Kertels
9badcc6eb8
WorkQueueThread: Add Push
2023-02-04 14:31:16 +13:00
Robin Kertels
19a4653203
VideoBackends:Vulkan: Replace debug_report with debug_utils
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The former is deprecated and pretty much all modern drivers
support VK_EXT_debug_utils.
Android drivers dont support it. On those drivers,
we use the implementation provided by the validation layers.
2022-12-27 02:48:50 +01:00
Robin Kertels
35a6d16d9e
VideoBackends: Rename query_type to query_group
2022-11-29 23:14:23 +01:00
Robin Kertels
df2e07ad29
VideoBackends:Vulkan: Fix incorrect barriers in StagingBuffer
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HOST barriers need to be issued regardless of
whether the memory type is coherent
and we need to properly synchronize writes to the buffer.
2022-11-29 23:14:23 +01:00
Robin Kertels
57b2ea663e
VideoBackends:D3D12: Set query type
2022-11-29 23:14:23 +01:00
Robin Kertels
6ba7573877
VideoBackends:Vulkan: Fix queries
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Fixes both checking whether queries are done
and actually resets query pools.
2022-11-29 23:14:07 +01:00
Robin Kertels
f179fd9c33
VideoCommon:VertexLoaderManager: Reduce CPConfig checks
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A bit of a micro optimization:
CheckCPConfiguration is called 350 times instead of 35k times.
2022-11-18 01:42:30 +01:00
Robin Kertels
3beb22ed7f
VideoBackends:Vulkan: Synchronize presentation
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Synchronize with the submission thread
if the last present is not done yet.
2022-11-07 02:20:22 +01:00
Robin Kertels
0e02ddcf52
VideoCommon:FramebufferManager: Cleanup
2022-11-04 01:18:23 +01:00
Robin Kertels
371935d61e
VideoCommon:FramebufferManager: Mark cache as valid after refresh
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Otherwise we might never hit the early return
if either depth or color doesnt have any active
tiles.
2022-11-04 01:18:23 +01:00
Robin Kertels
f5fecaf964
VideoBackends:Vulkan: Fix 0 size descriptor pools
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[ VUID-VkDescriptorPoolCreateInfo-maxSets-00301 ] Object 0:
handle = 0x7f1,b8d,3cd,e70, type = VK_OBJECT_TYPE_DEVICE; |
MessageID = 0xa1,70e,236 | vkCreateDescriptorPool():
pCreateInfo->maxSets is not greater than 0.
The Vulkan spec states: maxSets must be greater than 0
2022-10-31 22:41:16 +01:00
Robin Kertels
a07ee729e5
VideoBackends:D3D12: Defer binding framebuffer in SetAndDiscardFramebuffer
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BindFramebuffer depends on the pipeline which might not be set yet.
That's why the framebuffer dirty flag exists in the first place.
I assume BindFramebuffer was called directly here, in order to handle
the texture state transitions necessary for DiscardResource.
The state is tracked anyway, so we can just issue those transitions there
too and defer binding the actual framebuffer.
Fixes an issue in Zelda Twilight Princess with EFB depth peeks.
Dolphin would bind a frame buffer which doesn't have an integer format
descriptor for the color target before binding the new pipeline.
So it would accidentally use the 0 descriptor.
Debug layer error:
D3D12 ERROR: ID3D12CommandList::OMSetRenderTargets:
Specified CPU descriptor handle ptr=0x0000000000000000 does not refer to
a location in a descriptor heap. pRenderTargetDescriptors[0] is the issue.
[ EXECUTION ERROR #646 : INVALID_DESCRIPTOR_HANDLE]
2022-10-29 23:41:32 +02:00
Robin Kertels
a6aa651291
VideoBackends:D3D12: Use COMMON as initial state for default heap buffer
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Fixes the following error in the D3D12 debug layer:
D3D12 WARNING: ID3D12Device::CreateCommittedResource:
Ignoring InitialState D3D12_RESOURCE_STATE_UNORDERED_ACCESS.
Buffers are effectively created in state D3D12_RESOURCE_STATE_COMMON.
[ STATE_CREATION WARNING #1328 : CREATERESOURCE_STATE_IGNORED]
2022-10-29 23:39:32 +02:00
Robin Kertels
22fecb41fc
VideoBackends:D3D12: Don't query GPU descriptor handle for non-shader visible heap
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Fixes the following error in the D3D12 debug layer:
D3D12 ERROR: ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart:
GetGPUDescriptorHandleForHeapStart is invalid to call on a descriptor
heap that does not have DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE set.
If the heap is not supposed to be shader visible, then
GetCPUDescriptorHandleForHeapStart would be the appropriate method
to call. That call is valid both for shader visible and non shader
visible descriptor heaps.
[ STATE_GETTING ERROR #1315 : DESCRIPTOR_HEAP_NOT_SHADER_VISIBLE]
2022-10-29 23:39:27 +02:00
Robin Kertels
aa1679f2c7
VideoBackends:Vulkan: Clean up unused memory allocation code
2022-10-23 03:21:29 +02:00
Robin Kertels
1ba58e83ca
VideoBackends:Vulkan: Use VMA for stream buffer
2022-10-23 03:21:29 +02:00
Robin Kertels
0e1b7a7b35
VideoBackends:Vulkan: Use VMA for bounding box
2022-10-23 03:21:29 +02:00
Robin Kertels
0532f4a05a
VideoBackends:Vulkan: Use VMA for staging buffers
2022-10-23 03:21:14 +02:00
Robin Kertels and iwubcode
3ffbf94b2a
VideoBackends:Vulkan: Set up VMA
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Co-authored-by: iwubcode <[email protected] >
2022-10-23 02:54:35 +02:00
Robin Kertels
5e96733e35
Externals: Add VMA
2022-10-23 02:33:03 +02:00
Robin Kertels
6992b0d8e1
VideoBackends:Vulkan: Allocate descriptor pools as needed
2022-10-16 17:04:35 +02:00
Robin Kertels
332824f7d5
VideoBackends:Vulkan: Fix command buffer cleanup
2022-10-08 21:40:33 +02:00
Robin Kertels
4e204a9a1a
VideoCommon: Remove special treatment for Android in video settings
2022-10-01 20:53:02 +02:00
Robin Kertels
779fe13e62
VideoCommon: Update EFB peek cache on draw done and tokens
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Massively improves performance in Mario Galaxy on Android.
2022-10-01 18:08:38 +02:00
Robin Kertels
e5fb9c9adf
VideoBackends:Vulkan: Raise number of command buffers
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Avoid waiting for earlier submissions when we flush more often.
The vertex manager will flush more often if the game accesses the EFB
on the CPU, to give the GPU a head start.
2022-10-01 01:26:04 +02:00
Robin Kertels
fba7d35f94
VideoBackends:Vulkan: Associate descriptor pool with frame rather than command buffer
2022-10-01 01:26:04 +02:00
Robin Kertels
ed75a58061
VideoBackends:Vulkan: Decouple available command buffers from frames in flight
2022-10-01 01:26:04 +02:00
Robin Kertels
e8fa867f14
VideoBackends:Vulkan: Only synchronize with submission thread when necessary
...
We only need to synchronize with the submission thread
when submitting on the GPU thread or when waiting for a command buffer.
2022-10-01 01:26:04 +02:00
Robin Kertels
2e6d8d6575
VideoBackends:Vulkan: Fix validation error around surface_capabilities2
2022-10-01 01:26:03 +02:00
Robin Kertels
81c817c54d
VideoBackends:Vulkan: Workaround slow vkCmdCopyImageToBuffer on QCom driver
2022-09-30 21:13:42 +02:00
Robin Kertels
2db74e7f21
OpcodeDecoding: Get vertex size from the loader
2022-09-19 01:14:53 +02:00
Robin Kertels
a6c6ec012c
VertexLoaderManager: Clean up and slightly speed up with templates
2022-09-19 01:14:49 +02:00
Robin Kertels
a31e36aeb7
VertexLoaderManager: Fix backwards preprocess check
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Spotted by Pokechu22.
2022-09-15 23:56:04 +02:00
Robin Kertels
fdcd2b7d00
VertexLoader: Inline GetSize
2022-09-15 12:50:15 +02:00
Robin Kertels
8aa214453a
VertexLoader: Optimize GetVertexSize
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GetComponentSizes was unused, so we simplify this and get rid
of the branches.
2022-09-15 02:47:23 +02:00
Robin Kertels
40dcf1c2e2
D3D12: Transition compute textures to UAV state
2021-08-11 00:17:04 +02:00