Jean-Philip Desjardins
f3bb078024
Fix PovHatBinding's SetValue.
2021-10-12 11:26:45 -04:00
Jean-Philip Desjardins
84fc6d8dcd
Some more testing.
2021-10-12 09:32:20 -04:00
Jean-Philip Desjardins
086ec654b0
Let's test hat switches this time.
2021-10-11 13:31:12 -04:00
Jean-Philip Desjardins
661bb342ed
Fixed conversion formulae.
2021-10-09 16:24:15 -04:00
Jean-Philip Desjardins
c8ae8343b1
Fix build.
2021-10-08 13:31:51 -04:00
Jean-Philip Desjardins
07f743ce94
Convert evdev range to our range.
2021-10-08 13:05:54 -04:00
Jean-Philip Desjardins
98102ff7cf
print key info.
2021-10-06 11:43:29 -04:00
Jean-Philip Desjardins
3bc60f4728
Fix a few high occurring crashes reported by Google Play.
2021-10-01 11:05:33 -04:00
Jean-Philip Desjardins
4fe199b34c
Limit workgroup size using device caps.
2021-09-29 18:42:47 -04:00
Jean-Philip Desjardins
9056ae1755
Fix issues with xfer compute job.
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- Limit size of workgroup size with device limits.
- Align buffer to what the device requires.
Seems to help fix issues with some Mali devices.
2021-09-29 16:47:42 -04:00
Jean-Philip Desjardins
62aeeda944
Add preference to switch between OpenGL & Vulkan.
2021-09-28 15:02:53 -04:00
Jean-Philip Desjardins
3fb2128670
Remove one instance of hardcoded GS class name.
2021-09-28 14:02:27 -04:00
Jean-Philip Desjardins
5cd65b21da
Make all subpass dependencies per region.
2021-09-28 11:35:49 -04:00
Jean-Philip Desjardins
fb803c3f4e
Fix validation error.
2021-09-28 10:57:17 -04:00
Jean-Philip Desjardins
10ee031d27
Fixed some crashes and edge cases.
2021-09-28 10:57:05 -04:00
Jean-Philip Desjardins
4e5eb8f534
Style fix.
2021-09-25 10:31:27 -04:00
Jean-Philip Desjardins
e0f5e464d0
Add definitions to select which Vulkan flavor we want to use.
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Not the best mechanism, but this now allows both flavors to live in the same branch.
2021-09-24 21:59:21 -04:00
Jean-Philip Desjardins
03a6d5ea2a
Update post refactor.
2021-09-24 13:02:21 -04:00
Jean-Philip Desjardins
802f2dc845
Fix style issues.
2021-09-24 13:02:20 -04:00
Jean-Philip Desjardins
f4e54ceed9
Test adding some more dependencies.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
a7ab66eec5
Add a pipeline barrier between draw calls.
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Seems to fix flickering on Adreno devices.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
ddc2bddf11
No need to flush render pass if fb mask changed.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
4bc887730a
Implement SetWindow on Android Vulkan.
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Fixes crash when starting a game for the second time.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
70e5620625
Import memory copy logic.
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Fixes post processing in many games.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
05beb3e20e
Limit store area.
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Scissor is not enough to determine which area to write back to memory.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
75e9904d11
Flush render pass when scissor changes.
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What is kept in the transient framebuffer is dependent on the current scissor.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
5912144fcf
Use integer color pipeline.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
b710e2d1ed
Post rebase fixes.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
64f9bd682a
Flush draw pipeline when important store load params change.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
a98add7152
Honor write masks.
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Still not 100% good, but fixes a bunch of things.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
26a0873c9b
Remove hardcoded buffer formats.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
3158db669b
Post rebase fixes.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
bb97c30e4a
Use color attachment for depth.
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Depth framebuffer fetch doesn't seem to be supported on all tiled GPUs.
We don't really care about built-in depth features anyways, better use a color attachment.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
ee96013945
Add missing color attachment ref.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
ee9c45d70a
Testing subpass read on Adreno.
...
Disabled reading from depth temporarily.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
e804a163d8
Remove lazy allocation.
2021-09-24 13:01:29 -04:00
Jean-Philip Desjardins
d8558bfc0c
TEMP: Don't use 8/16 bit storage.
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Not sure yet, but it doesn't seem to be available on many Android devices.
2021-09-24 13:00:43 -04:00
Jean-Philip Desjardins
7d1678c983
Mask addresses to prevent GPU crash.
2021-09-24 13:00:43 -04:00
Jean-Philip Desjardins
68cc2280b8
Add input attachment descriptor pool.
2021-09-24 13:00:43 -04:00
Jean-Philip Desjardins
3457a338e9
TEMP: Disable fragment shader interlock requirement.
2021-09-24 13:00:40 -04:00
Jean-Philip Desjardins
6668803fc0
TEMP: Use Vulkan on Android.
2021-09-24 12:56:19 -04:00
Jean-Philip Desjardins
04dfc33e65
Use transient attachment.
2021-09-24 12:56:19 -04:00
Jean-Philip Desjardins
336cfd20c3
Add depth support.
2021-09-24 12:56:19 -04:00
Jean-Philip Desjardins
f14e0f10ef
Add missing change.
2021-09-24 12:56:19 -04:00
Jean-Philip Desjardins
030a31ab08
Fix style.
2021-09-24 12:56:19 -04:00
Jean-Philip Desjardins
d2385ee23a
Fix alpha testing.
2021-09-24 12:56:19 -04:00
Jean-Philip Desjardins
cada4060bc
Add load from memory pass.
2021-09-24 12:56:19 -04:00
Jean-Philip Desjardins
fb2e6f471c
Read color from subpass.
2021-09-24 12:56:19 -04:00
Jean-Philip Desjardins
f53f285061
Initialize variables.
2021-09-24 12:56:19 -04:00
Jean-Philip Desjardins
295d54825a
We need to flush the render pass.
2021-09-24 12:56:19 -04:00