Robin Kertels

Results 73 issues of Robin Kertels

This PR moves most Vulkan calls and the StateTracker to a separate worker thread. This should yield a speedup of around 5-15% depending on the game. To achieve this, there...

I had experimented with this months ago but wasn't confident with shipping it. Now that Yuzu has successfully demonstrated that shipping libadrenotools on the Play Store is fine, I decided...

Useful to figure out mysterious GPU hangs or VK_ERROR_DEVICE_LOST.

- Handles Compute -> Compute transitions for textures. (I don't know whether those actually happen in practice) - Removes READ only access flags from the srcAccessMasks. srcAccessMasks determines the memory...

Tests show that D3D9 does this, so it's probably not a bad idea if we do it too, in order to avoid leaks.

d3d9

Fixes #3724 Total War Medieval 2 uses GetFrontBufferData to take a screenshot and then copies that screenshot to a texture which is used to render the background of the loading...

d3d9

The GLSL version of the depth clip pass binds the image "PreparedInputColor" as both an SRV and a UAV. https://github.com/GPUOpen-Effects/FidelityFX-FSR2/blob/master/src/ffx-fsr2-api/shaders/ffx_fsr2_depth_clip_pass.glsl#L32 https://github.com/GPUOpen-Effects/FidelityFX-FSR2/blob/master/src/ffx-fsr2-api/shaders/ffx_fsr2_depth_clip_pass.glsl#LL41C9-L41C61 The Vulkan backend transitions all SRVs to IMAGE_LAYOUT_SHADER_READ_ONLY and...

Unreal Tournament 2004 (with D3D8to9 or D8VK) suffers from shader compilation stutters. DXVK generates a lot of fixed function vertex shaders. Additionally the game has a queue sync every frame,...

d3d9
fixed function

Fixes the following Wine test failures: StretchRect, lighting, specular_lighting ``` visual.c:4451: Test failed: Test 6, got unexpected hr 0. visual.c:4451: Test failed: Test 7, got unexpected hr 0. visual.c:4451: Test...

d3d9