1. 14 Jun, 2020 2 commits
  2. 13 Jun, 2020 3 commits
  3. 10 Jun, 2020 2 commits
  4. 08 Jun, 2020 8 commits
  5. 07 Jun, 2020 5 commits
  6. 06 Jun, 2020 3 commits
    • bunnei's avatar
      Merge pull request #4055 from ReinUsesLisp/nvidia-443-24 · 03fd5aa3
      bunnei authored
      gl_device: Black list NVIDIA 443.24 for fast buffer uploads
      03fd5aa3
    • ReinUsesLisp's avatar
      gl_device: Black list NVIDIA 443.24 for fast buffer uploads · e78d681a
      ReinUsesLisp authored
      Skip fast buffer uploads on Nvidia 443.24 Vulkan beta driver on OpenGL.
      This driver throws the following error when calling BufferSubData or
      BufferData on buffers that are candidates for fast constant buffer
      uploads. This is the equivalens to push constants on Vulkan, except that
      they can access the full buffer. The error:
      
      Unknown internal debug message. The NVIDIA OpenGL driver has encountered
      an out of memory error. This application might
      behave inconsistently and fail.
      
      If this error persists on future drivers, we might have to look deeper
      into this issue. For now, we can black list it and log it as a temporary
      solution.
      e78d681a
    • ReinUsesLisp's avatar
      renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabled · 354fbe70
      ReinUsesLisp authored
      Avoids logging when it's not relevant. This can potentially reduce
      driver's internal thread overhead.
      354fbe70
  7. 05 Jun, 2020 3 commits
    • bunnei's avatar
      Merge pull request #4013 from ReinUsesLisp/skip-no-xfb · 98671b4c
      bunnei authored
      vk_rasterizer: Skip transform feedbacks when extension is unavailable
      98671b4c
    • ReinUsesLisp's avatar
      shader/texture: Join separate image and sampler pairs offline · 5b2b6d59
      ReinUsesLisp authored
      Games using D3D idioms can join images and samplers when a shader
      executes, instead of baking them into a combined sampler image. This is
      also possible on Vulkan.
      
      One approach to this solution would be to use separate samplers on
      Vulkan and leave this unimplemented on OpenGL, but we can't do this
      because there's no consistent way of determining which constant buffer
      holds a sampler and which one an image. We could in theory find the
      first bit and if it's in the TIC area, it's an image; but this falls
      apart when an image or sampler handle use an index of zero.
      
      The used approach is to track for a LOP.OR operation (this is done at an
      IR level, not at an ISA level), track again the constant buffers used as
      source and store this pair. Then, outside of shader execution, join
      the sample and image pair with a bitwise or operation.
      
      This approach won't work on games that truly use separate samplers in a
      meaningful way. For example, pooling textures in a 2D array and
      determining at runtime what sampler to use.
      
      This invalidates OpenGL's disk shader cache :)
      
      - Used mostly by D3D ports to Switch
      5b2b6d59
    • ReinUsesLisp's avatar
  8. 04 Jun, 2020 6 commits
  9. 03 Jun, 2020 4 commits
  10. 02 Jun, 2020 4 commits