Stenzek
|
a9f1dd20c3
|
D3D12Device: Fix GPU-based validation being unconditionally enabled
|
2025-04-06 23:16:03 +10:00 |
|
Stenzek
|
eca113cd76
|
GPUDevice: Fix/improve compute shader support
Add multiple texture layout with/without UBO.
|
2025-04-06 23:16:02 +10:00 |
|
Stenzek
|
bbdc6ab4e0
|
Misc: Fix a bunch of code analysis warnings
Quite a few of these were legitimate.
|
2025-04-03 19:29:03 +10:00 |
|
Stenzek
|
acd684bca2
|
D3D12Device: Fix a couple of errors in ROV handling
|
2025-03-30 23:41:51 +10:00 |
|
Stenzek
|
b798d8f1aa
|
Settings: Add option for enabling GPU-based validation
|
2025-03-30 23:20:39 +10:00 |
|
Stenzek
|
231ba050a2
|
GPUThread: Switch to borderless if exclusive fullscreen fails
Better than ending up windowed.
|
2025-01-29 18:20:41 +10:00 |
|
Stenzek
|
be75a97efe
|
GPUDevice: Fix swap chain clear colour normalization
|
2025-01-22 18:23:11 +10:00 |
|
Stenzek
|
fb3e290133
|
GPUDevice: Move exclusive fullscreen to features
Also fixes it not enabling in D3D12 renderer.
|
2025-01-21 19:12:44 +10:00 |
|
Stenzek
|
389276bb03
|
GPUDevice: Normalize supports_texture_buffers => texture_buffers
|
2025-01-21 19:06:59 +10:00 |
|
Stenzek
|
609fa5c7d7
|
GPUDevice: Add sampler cache to base class
Removes per-backend bookkeeping in D3D12 and Vulkan.
|
2025-01-18 22:59:48 +10:00 |
|
Stenzek
|
9df59713da
|
GPUDevice: Put debug messages/scopes behind conditions
And completely compile them out in Release builds.
Gets Devel close to Release in terms of performance.
|
2024-12-01 23:21:33 +10:00 |
|
Stenzek
|
0faa9cf650
|
Build: Add Devel configuration
Gets you debug assertions and logging, while still producing an
optimized executable.
|
2024-12-01 23:21:33 +10:00 |
|
Stenzek
|
982dccb990
|
D3D12Device: Clang warning fixes
|
2024-11-25 16:30:23 +10:00 |
|
Stenzek
|
7eb1d4e092
|
GPUDevice: Support compressed textures
|
2024-11-24 23:29:29 +10:00 |
|
Stenzek
|
3ff1b04576
|
GPUDevice: Support generating mipmaps
|
2024-11-24 23:29:28 +10:00 |
|
Stenzek
|
e647192437
|
GPUDevice: Add compute shader support
|
2024-11-24 23:29:28 +10:00 |
|
Stenzek
|
eb46142ee7
|
GPUDevice: Extract swap chain to separate class
|
2024-10-18 20:48:29 +10:00 |
|
Stenzek
|
3dca598063
|
Log: Switch to enum class
Need to change the channel to a bitset too.. the string lookups are
horribly slow, and conflict when one is a prefix of another.
|
2024-09-21 22:26:06 +10:00 |
|
Stenzek
|
d981dc7471
|
MetalDevice: Implement pipeline cache
|
2024-09-13 19:26:44 +10:00 |
|
Stenzek
|
6f31e562a0
|
MetalDevice: Implement timed present
|
2024-09-13 15:19:29 +10:00 |
|
Stenzek
|
de551c1836
|
D3D12Device: Fix crash when using media capture
|
2024-09-09 17:27:10 +10:00 |
|
Stenzek
|
559aff0ad5
|
D3D12Device: Use DXC and 12.0 feature level
|
2024-09-09 00:23:30 +10:00 |
|
Stenzek
|
4c31218d2b
|
GPUDevice: Add API version field
Also tie shader caches to API version and device LUID. That way we don't
have tons of cache files, and they're regenerated if the GPU/driver
changes.
|
2024-09-08 23:33:05 +10:00 |
|
Stenzek
|
ac5a2a153a
|
GPUDevice: Remove BeginPresent() skip parameter
It wasn't used - System does its own present skipping.
|
2024-09-07 12:53:55 +10:00 |
|
Stenzek
|
4b0c1fdbf2
|
GPUDevice: Add recovery from lost device
|
2024-09-07 12:48:44 +10:00 |
|
Stenzek
|
1c1b82ed66
|
GPUDevice: Purge threaded presentation
Worse frame pacing, and GPU thread (when I finish it) will give
significantly faster performance on mobile anyway.
|
2024-09-07 12:15:42 +10:00 |
|
Stenzek
|
7f4e5d55db
|
Misc: Update copyright headers
|
2024-09-01 22:08:31 +10:00 |
|
Stenzek
|
667d1bf7c8
|
GPUDevice: Use CompressHelpers
And compress the pipeline cache. Saves a fair bit of disk space.
|
2024-08-26 21:33:28 +10:00 |
|
Stenzek
|
707453b596
|
FileSystem: Swap vector for DynamicHeapArray
No point zeroing it out.
|
2024-08-25 22:13:18 +10:00 |
|
Stenzek
|
4f16cb61b4
|
GPUDevice: Expose swap chain clear colour
|
2024-08-06 17:35:27 +10:00 |
|
Stenzek
|
30c5ebae72
|
GPUDevice: Fix instances of RWTexture not clearing
|
2024-08-03 02:05:21 +10:00 |
|
Stenzek
|
5e8870ec69
|
D3D12: Avoid redundant render pass restarts
|
2024-07-23 21:11:01 +10:00 |
|
Stenzek
|
1006fa00da
|
GPUDevice: Add support for Raster Ordered Views
|
2024-07-23 14:46:06 +10:00 |
|
Stenzek
|
ba6b65401d
|
GPUDevice: Improve pipeline error reporting
|
2024-07-22 15:43:06 +10:00 |
|
Stenzek
|
00ccea84b8
|
GPUDevice: Replace remaining StdStringFromFromFormat() with fmt
|
2024-07-19 13:44:09 +10:00 |
|
Stenzek
|
3749b812a3
|
GPUDevice: Add ExecuteAndWaitForGPUIdle()
|
2024-07-04 21:54:19 +10:00 |
|
Stenzek
|
4b61a3cbf3
|
Qt: Unrestrict resolution scale up to device limits
|
2024-07-04 13:25:27 +10:00 |
|
Stenzek
|
9ef7e8c5d0
|
GPU/HW: Use GSVector instead of Rectangle
|
2024-07-03 15:44:12 +10:00 |
|
Stenzek
|
e6d8f0d4a0
|
GPUDevice: Use FIFO for D3D exclusive fullscreen
|
2024-05-25 13:15:40 +10:00 |
|
Stenzek
|
0f9a255093
|
System: Fallback to FIFO on AMD (no mailbox support)
|
2024-05-24 22:48:26 +10:00 |
|
Stenzek
|
42a5fe0a6e
|
GPU: Further improve vsync handling
|
2024-05-24 02:33:33 +10:00 |
|
Stenzek
|
4e922a34a7
|
Log: Simplify macros
|
2024-05-24 02:08:14 +10:00 |
|
Stenzek
|
b6d019db66
|
Misc: Replace log printf calls with fmt
|
2024-05-24 00:29:49 +10:00 |
|
Stenzek
|
6cad97b404
|
GPUDevice: Make vsync actually tear-free
Apparently users prefer stutter over tearing...
|
2024-05-23 13:52:26 +10:00 |
|
Stenzek
|
7bb8cbcbaa
|
D3D12Device: Fix pipeline cache load error after device change
|
2024-05-12 15:24:01 +10:00 |
|
Stenzek
|
ca3cfbaa99
|
Misc: Pass string_view by value
|
2024-05-05 22:28:29 +10:00 |
|
Stenzek
|
7344661801
|
GPUDevice: Split submission and presentation
|
2024-04-11 22:53:02 +10:00 |
|
Stenzek
|
88270771da
|
System: Combine VRR and Optimal Frame Pacing
GSync/FreeSync display users should:
- DISABLE VSync.
- ENABLE Optimal Frame Pacing.
|
2024-04-11 21:33:40 +10:00 |
|
Stenzek
|
72ab669e70
|
GPUDevice: Add support for feedback loops
|
2024-04-01 13:55:19 +10:00 |
|
Stenzek
|
a1d7d214cf
|
GPUDevice: Add support for VRR and relaxed vsync
|
2024-03-03 14:03:07 +10:00 |
|