Commit Graph

2047 Commits

Author SHA1 Message Date
Stenzek f2a594fad5 OGL: Fix binding error on shutdown
This was occurring if the imgui vertex format was bound on shutdown,
which is destroyed before the vertex buffers
2019-04-21 14:28:14 +10:00
Stenzek 5c95dc61fc OGL: Store shader source in OGLShader
So it can be dumped with info log when linking fails.
2019-04-21 14:28:14 +10:00
Stenzek bbd1ae16db OGL: Remove unused ProgramShaderCache::CompileShader() 2019-04-21 14:28:14 +10:00
Stenzek f8c1ba409c Replace EFBRectangle/TargetRectangle with MathUtil::Rectangle 2019-04-21 14:28:14 +10:00
Stenzek 3791262d96 TextureCache: Use linear filtering on y-scaled and >1xIR VRAM copies 2019-04-21 12:41:15 +10:00
Stenzek 616ad378b7 OGL: Support returning pipeline cache data 2019-04-16 00:39:43 +10:00
Stenzek 5cef09e383 D3D12: Support returning pipeline cache data 2019-04-16 00:34:34 +10:00
Stenzek 61a656570e AbstractPipeline: Support returning "cache data"
"Cache data" can be used to assist a driver with creating pipelines by
using previously-compiled shader ISA.
2019-04-16 00:09:47 +10:00
Stenzek 474500f07e Vulkan: Prevent submission of command buffer with open queries 2019-04-01 20:49:42 +10:00
Stenzek f2d8c8d2a8 D3D12: Fix rare case where command list was executed with open queries 2019-04-01 20:49:24 +10:00
Stenzek 92f1f553d1 D3D12: Fix case where perf queries weren't flushed 2019-04-01 20:13:39 +10:00
Stenzek 113bd60fe7 Implement D3D12 backend 2019-04-01 11:24:55 +10:00
Connor McLaughlin 39139a52e7
Merge pull request #7939 from Techjar/no-more-disabled-gfx-features
Qt/HacksWidget: Fix backend feature support checks
2019-03-31 11:59:34 +10:00
Stenzek b685a66753 Vulkan: Fix crash when checking subgroup support on Mesa 2019-03-30 00:18:26 +10:00
Stenzek a6bb06174f Vulkan: Fix library load failure on Android 2019-03-29 23:36:53 +10:00
Techjar 5d37b2b951 Qt/HacksWidget: Fix backend feature support checks 2019-03-29 08:45:21 -04:00
Stenzek 604ab67c7f Vulkan: Simplify perf queries using vkGetQueryPoolResults 2019-03-29 20:54:44 +10:00
Stenzek 6d40ea8553 Vulkan: Fix barrier validation layer errors for bounding box 2019-03-29 20:54:44 +10:00
Stenzek 23a655217c Vulkan: Fix validation layer error for unbound texture layouts 2019-03-29 20:54:44 +10:00
Stenzek 427dd45151 Vulkan: Simplify command buffer fence tracking 2019-03-29 20:54:44 +10:00
Connor McLaughlin f3fadd7302
Merge pull request #7869 from stenzek/d3dcommon
D3D: Move sharable D3D11/D3D12 code to common library
2019-03-29 20:40:06 +10:00
Stenzek 6561850f2b Vulkan: Support subgroup reduction operations via GL_KHR_shader_subgroup 2019-03-29 20:06:56 +10:00
Stenzek 86da282570 OGL: Support subgroup reduction operations via GL_NV_shader_thread_shuffle 2019-03-29 20:06:56 +10:00
Stenzek d0d010f854 D3D11: Make stateman a unique_ptr 2019-03-29 19:55:00 +10:00
Stenzek 3b86c93285 VertexManagerBase: Increase vertex/uniform buffer sizes
ZTP was uploading 10MB+ of uniforms per frame, reducing paralellism by
forcing GPU waits.
2019-03-29 19:52:38 +10:00
Stenzek 2a4bca8b4a VideoBackends: Verify validity before doing full renderer init
Prevents attempting to create invalid MSAA configurations, for example.
2019-03-29 19:52:38 +10:00
Stenzek 1151a1238f D3D11: Use ComPtr smart pointer where possible 2019-03-29 19:52:38 +10:00
Stenzek 3d8014beb5 D3D11: Use D3DCommon where appropriate 2019-03-29 19:52:38 +10:00
Stenzek ea15080d8f Add D3DCommon (shared code between D3D11 and D3D12) 2019-03-29 19:52:38 +10:00
Stenzek f6641b7e4f Vulkan: Use Common::DynamicLibrary 2019-03-29 19:52:38 +10:00
Stenzek 16294acd2a VideoBackends: Scale bounding box rectangle in the pixel shader 2019-03-25 18:47:58 +10:00
Dzmitry Malyshau 4173a8f545 Use proper view type of framebuffer images 2019-03-15 12:24:39 -04:00
Stenzek a218a794cb FramebufferManager: Implement deferred EFB cache invalidation 2019-03-09 12:24:04 +10:00
Stenzek 65216c9e87 VideoConfig: Add SupportsPartialDepthCopies to backend info
D3D11 doesn't support partial copies of depth buffers via
CopySubResource(), so we need to use a different path for the EFB cache.
2019-03-09 12:19:53 +10:00
spycrab f72652f690
Revert "Vulkan: Show backend as Vulkan (MoltenVK) on macOS" 2019-03-07 02:05:59 +01:00
spycrab a5534ec950 Vulkan: Show backend as Vulkan (MoltenVK) on macOS 2019-03-06 15:25:54 +01:00
Stenzek 21d81f99ff VideoBackends: Fix GPU decoding of XFB buffers
Was using UNORM instead of UINT, resulting in invalid values.
2019-02-28 20:35:22 +10:00
Stenzek f039149198 Move most backend functionality to VideoCommon 2019-02-19 16:57:54 +10:00
Stenzek f9869cb216 Vulkan: Support runtime selection of WSI 2019-02-15 18:40:46 +10:00
Tilka 8d59d1bb11
Merge pull request #7798 from ShFil119/impr/empty
Use empty instead of size
2019-02-13 01:59:43 +00:00
Filip Gawin 49fe9f5db1 Use empty instead of size 2019-02-13 00:03:49 +01:00
Tilka 8aaebfa2b3
Merge pull request #7716 from stenzek/stereo
Stereoscopy regression fixes
2019-02-03 19:57:01 +00:00
Jordan Woyak 69b617ce76 WiimoteEmu: Remove redundant Matrix library and use the one in Common. 2019-02-03 12:02:02 -06:00
Tilka 2d75797c63
Merge pull request #7747 from stenzek/vulkan-shutdown
Vulkan: Shutdown fixes and cleanup/refactoring
2019-02-02 12:45:20 +00:00
Stenzek 3b033bf3f0 Vulkan: Move clear shader from Renderer to ShaderCache 2019-01-27 13:07:35 +10:00
Stenzek e2cf238ec4 Vulkan: Move swapchain related members from Renderer to SwapChain 2019-01-27 12:59:57 +10:00
Stenzek bd66db049a Vulkan: Use device-local functions where possible
Avoids a call into the loader library, which may improve performance
ever-so-slightly.
2019-01-27 12:51:04 +10:00
Stenzek ce1cc2d9fa Vulkan: Don't execute command buffer before shutting down
We don't need to, and this was causing occasional crashes on Adreno.
2019-01-27 12:41:10 +10:00
Stenzek b01df8670f Renderer: Fix throttle-disable (TAB) hotkey when vsync is enabled 2019-01-27 12:31:12 +10:00
Stenzek 774480ba23 Vulkan: Set contents scale of Metal layer to screen factor
This gives us a native resolution framebuffer.
2019-01-26 00:02:04 +10:00
Stenzek ee0fa548bc Vulkan: Don't bind last descriptor set if bounding box is unsupported
Fixes crash on a4xx/Vulkan.
2019-01-25 11:15:57 +10:00
Stenzek e9b02e7dd0 Vulkan: Remove unused UpdateUtilityUniformBuffer function 2019-01-25 11:15:57 +10:00
Stenzek e4b205c769 Decouple XFB scanout from presentation 2019-01-25 11:15:57 +10:00
Stenzek c9c0b85056 VideoBackends: Store a backbuffer 'scale'
This is a scaling factor, used for hi-dpi configurations.
2019-01-25 11:15:57 +10:00
Stenzek e03b8e899e Vulkan: Move texture upload buffer to ObjectCache 2019-01-25 11:15:57 +10:00
Stenzek 63dd91628d Remove old RasterFont classes 2019-01-25 11:15:57 +10:00
Stenzek 600d1fc0bc Renderer: Use imgui for drawing debug text and OSD 2019-01-25 11:15:57 +10:00
Stenzek d1868d9475 RenderBase: Implement imgui rendering 2019-01-25 11:10:49 +10:00
Stenzek 396b7c2978 OGL: Invalidate tracked state when calling ResetAPIState()
Due to the current design, any of the GL state can be mutated after
calling this function, so we can't assume that the tracked state will
match if we call SetPipeline() after ResetAPIState().
2019-01-25 11:10:49 +10:00
Stenzek 6bfe4c83a5 OGL: Fix broken stereoscopy geometry shader for EFB copies 2019-01-19 23:22:57 +10:00
zackhow 078fc74b54 Android/OGL: fix bounding box for OpenGL-ES
OpenGL-ES does not have glGetBufferSubData, so use glMapBufferRange instead
2019-01-09 21:08:49 -05:00
weihuoya 66a7db3850 Always flush on swap 2019-01-08 18:28:59 +08:00
Stenzek 7afd5cc2fb Use main buffers for utility draws 2018-12-04 17:37:25 +10:00
Stenzek 5ca18ff04e Vulkan: Restore viewport/scissor state on RestoreAPIState 2018-12-04 17:36:08 +10:00
Stenzek b409a87d1a D3D: Clamp viewport to current framebuffer dimensions, not target 2018-12-04 17:36:08 +10:00
Stenzek fa8262fa4a Vulkan: Don't panic on missing color/depth buffer in config 2018-12-04 17:36:08 +10:00
Stenzek 2644e920cc Renderer: Add backbuffer format to base class 2018-12-04 17:36:08 +10:00
Stenzek 1adcd47dcb Renderer: Add a base Initialize() method to match Shutdown() 2018-12-04 17:36:08 +10:00
weihuoya 3ab0f02cec vulkan: fx index buffer reserve size 2018-12-03 19:23:36 +08:00
Connor McLaughlin 6388992f62
Merge pull request #7039 from stenzek/moltenvk
Vulkan: macOS support via MoltenVK
2018-11-30 21:55:30 +10:00
Stenzek a0653a1a34 Vulkan: Fix incorrect fence being assigned to staging texture 2018-11-12 01:02:32 +10:00
Stenzek 673f1963a0 Vulkan: Support macOS via MoltenVK
The path to the MoltenVK library can be specified by the
LIBMOLTENVK_PATH environment variable, otherwise it assumes it is
located in the application bundle's Contents/MacOS directory.
2018-11-07 05:41:09 -08:00
Stenzek c7a2b1572b CMake: Build Vulkan backend on macOS 2018-11-07 05:12:20 -08:00
Stenzek 7efdd1070b OGL: Fix crash when opening graphics window on another backend 2018-11-07 21:20:12 +10:00
Stenzek 66b6e72c5e Vulkan: Submit fewer command buffers in deferred EFB copies mode 2018-11-07 16:25:01 +10:00
Stenzek 8e2c063d62 TextureCache: Implement deferred/batched EFB copies 2018-11-07 16:25:01 +10:00
Pierre Bourdon f1413dbbf6
Merge pull request #7501 from Techjar/class-memaccess-cleanup
VideoCommon: Clean up class-memaccess warnings
2018-10-28 23:59:51 +01:00
Stenzek 7c4607a05a Vulkan: Add missing increment of draw call count 2018-10-28 11:32:26 +10:00
Stenzek 0559311f92 GLContext: Runtime selection of EGL/GLX on Linux 2018-10-20 21:11:34 +10:00
Stenzek 025e909773 GLContext: Use destructor instead of Shutdown() to cleanup
Also uses the Initialize() method to make the context current.
2018-10-20 21:11:34 +10:00
Stenzek dcdd02d646 GLContext: Remove global context pointer 2018-10-20 21:11:34 +10:00
Stenzek eb284b5d66 VideoBackends: Pass window system info from host on creation 2018-10-20 21:11:34 +10:00
Stenzek 9c57a98723 GLContext: Use host connection
This also removes the need for a sleeping event thread.
2018-10-20 21:11:34 +10:00
Stenzek 1d827a5223 Renderer: Pull dimensions from GLInterface/Swapchain 2018-10-20 21:11:34 +10:00
Stenzek a3961750a7 Drop Host_GetRenderSurface and pass display to backend 2018-10-20 21:11:34 +10:00
Stenzek 134d967be2 Refactoring and cleanup of GLInterface (now GLContext) 2018-10-20 21:11:34 +10:00
Tillmann Karras 97cc9894e4 Update to Visual Studio's default Windows SDK 2018-10-20 00:53:08 +01:00
Techjar 8560eecd49 VideoCommon: Clean up class-memaccess warnings 2018-10-14 23:05:47 -04:00
Stenzek e3f475b30e NullBackend: Initialize vtx_decl in VertexFormat
This field was previously left uninitialized, which resulted in corrupted
UID caches being created.
2018-10-14 21:24:09 +10:00
Mat M ecd4897d43
Merge pull request #7437 from stenzek/graphics-options-race
Fix race condition caused by opening graphics options while running
2018-10-12 10:29:28 -04:00
Stenzek 2e905455b1 OGL: Disable scissor test when calling glBlitFramebuffer()
glBlitFramebuffer() does not bypass the scissor test, which meant that
part of texture copies (e.g. XFB) could have been clipped when running
under OpenGL ES, as glCopyImageSubData() is not supported.
2018-10-09 22:00:40 +10:00
Tillmann Karras 56fdcf5f00 VideoCommon: remove unnecessary floor()
floatindex is clamped to the range [0, 9]. For non-negative numbers
floor() is equivalent to trunc(). Truncation happens implicitly when
converting to uint, so the floor() is unnecessary.
2018-10-09 00:31:43 +01:00
Jules Blok 1ab1d41b10
Merge pull request #7457 from Tilka/use_clamp
VideoSoftware: make use of Clamp()
2018-10-07 19:53:45 +01:00
Tilka af2f212039
Merge pull request #7348 from spycrab/gl_cache_shaders
GL/TextureCache: Clean up inline shader code
2018-10-06 00:28:54 +01:00
Tillmann Karras a6a5d86cd8 VideoSoftware: make use of Clamp() 2018-10-05 22:07:38 +01:00
Stenzek eb33d7af64 Core: Call InitBackendInfo before loading config 2018-09-28 21:44:41 +10:00
spycrab 392df8a11d GL/TextureCache: Clean up inline shader code 2018-08-30 16:05:39 +02:00
Stenzek 448e19629d Vulkan: Drop usage of VK_NV_glsl extension
It's not providing a large performance improvement anymore, after the
more recent drivers introduced a new shader compiler.
2018-08-29 13:12:19 +10:00
Stenzek 3323265d91 FramebufferManager: Dynamic selection of EFB depth format 2018-07-19 21:47:42 +10:00
Stenzek b30342d38f VideoBackends: Support D24S8 abstract texture format 2018-07-19 21:47:42 +10:00
Techjar dc2f22516c Mark all video backend names for translation 2018-06-30 06:30:19 -04:00
Lioncash 540bb1a1b0
Software: Don't link against X11 libraries
The software backend doesn't actually use X11 in any capacity directly.
2018-06-21 01:47:37 -04:00
Léo Lam c93210155f
Merge pull request #7075 from Ebola16/DumpObjects
Software Renderer "Dump Objects" needs dedicated folder and tooltip
2018-06-06 15:20:14 +02:00
Ryan Meredith 45b9b7d211 Give Dump Objects dedicated folder and tooltip 2018-06-06 08:42:41 -04:00
Anthony 36ff2a20d5
Merge pull request #6954 from degasus/coherent
OGL/Streambuffer: Use coherent mapping by default.
2018-06-05 12:06:17 -07:00
Léo Lam 6ce9c96d91
Merge pull request #7027 from leoetlino/cleanup
Use some C++17 features available since GCC 6
2018-06-04 20:50:50 +02:00
Stenzek bc96557ec4 Externals: Update glslang to upstream commit 32d3ec3 2018-06-02 07:34:31 +00:00
Léo Lam 8a00a9e149 Remove old GCC version checks 2018-05-30 10:59:15 +02:00
Stenzek 640bfb8135 VideoConfig: Add a field for indicating logic op support in the backend 2018-05-26 00:07:20 +10:00
degasus fdfd8b19d6 OGL/Streambuffer: Use coherent mapping by default.
Coherent mappings have a lower overhead and less GL codes.
So enables coherent mapping by default for all drivers.
Both Qualcomm and ARM performs very bad with explicit flushing, so this change helps them as well.

AFAIK there was one GPU generation which was slower on coherent mapping: nvidia tesla
So Geforce 200 and 300 series should be tested with this PR before merging.
As this was last tested many years ago, this issue might have been fixed as well.
Those GPUs are close to 10 years old and not supported any more by nvidia.
2018-05-24 00:00:02 +02:00
Stenzek d0c025bf0b OGL: Fix EFB access in MSAA-mode 2018-05-22 15:35:20 +10:00
Stenzek f74dbc794c EFB2RAM: Apply copy filter as a float coefficient after sampling
Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.

It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.

However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
2018-05-22 12:24:08 +10:00
Lioncash 8a1a924e2e Vulkan/PostProcessing: Make file-scope std::string instances const char arrays
Avoids performing avoidable file-scope heap allocations
2018-05-21 12:29:05 -04:00
Emmanuel Gil Peyrot c51ae9c62a Remove SOIL altogether from the project. 2018-05-20 13:44:42 +02:00
Lioncash 505d45a233 EfbInterface: Move buffer constant from the header to the cpp file
This is only ever used internally, so we can limit its scope to the only
usage point.
2018-05-18 16:23:34 -04:00
Lioncash 5eef8ba984 EfbInterface: Make efb and perf_values std::arrays 2018-05-18 16:23:29 -04:00
Lioncash c58b5e9b9b EfbInterface: Make perf_values internally linked
Instead, expose functions to operate with it. This way we keep the
internal representation concealed.
2018-05-18 15:35:08 -04:00
Lioncash f3a8874214 EfbInterface: Move efb array into the EfbInterface namespace 2018-05-18 15:09:37 -04:00
Markus Wick c485efdfe1
Merge pull request #6743 from stenzek/faster-disabled-copy-filter
TextureConversionShader: Don't sample from adjacent rows when not needed
2018-05-17 10:45:50 +02:00
Léo Lam f91b729b61
Merge pull request #6825 from leoetlino/onion-types
Config: Fix implicit conversions/enum config types
2018-05-12 21:59:43 +02:00
Score_Under 4e7caa2818 Fix syntax error in GLSL_GS 2018-05-12 15:42:18 +01:00
Score_Under 70b00f2b2d Remove stray quote sign
This allows GLSL_EFB_POKE_GEOMETRY_GS to compile again.
2018-05-12 15:21:29 +01:00
Léo Lam 7dca7c237e Config: Fix template deduction for implicit conversions
This excludes the second argument from template deduction.

Otherwise, it is required to manually cast the second argument to
the ConfigInfo type (because implicit conversions won't work).

e.g. to set the value for a ConfigInfo<std::string> from a string
literal, you'd need a ugly `std::string("yourstring")`.
2018-05-12 14:30:18 +02:00
Léo Lam d1bb5249ec
Merge pull request #6801 from stenzek/copy-filter-typo
D3D/Vulkan: Fix incorrect clamp in EFB RAM copy
2018-05-11 10:36:47 +02:00
Lioncash ba01f6dba3 CommonFuncs: Convert ROUND_UP_POW2 macro to a function
Also move it to MathUtils where it belongs with the rest of the
power-of-two functions. This gets rid of pollution of the current scope
of any translation unit with b<value> macros that aren't intended to be
used directly.
2018-05-10 19:42:20 -04:00
Stenzek 3493d738ca D3D/Vulkan: Fix incorrect clamp in EFB RAM copy
This could cause darker-than-expected EFB copies if clamping was not
enabled, and the user forced EFB copies to RAM only.
2018-05-11 00:32:39 +10:00
Stenzek 501b35bbf2 OGL: Fix broken format changes in i965 driver 2018-05-08 00:11:27 +10:00
Markus Wick e31c571f51
Merge pull request #6646 from spycrab/fbm_strings
OGL/FramebufferManager: Clean up inline GLSL code
2018-05-07 08:58:56 +02:00
Stenzek 286d594f32 OGL: Fix incorrect clamping in EFB copies 2018-05-05 17:45:54 +10:00
Stenzek 4faac3a627 TextureConversionShader: Don't sample from adjacent rows when not needed 2018-05-03 14:09:32 +10:00
Stenzek 7a745e5b0d D3D: Drop gamma parameter from util draw helper
No longer needed as we perform gamma correction during the XFB copy.
2018-05-02 21:58:56 +10:00
spycrab b4dc658b2e OGL/FramebufferManager: Clean up inline GLSL code 2018-05-01 15:03:59 +02:00
Stenzek 9e798eec94 Implement EFB copy filter and gamma in hardware backends
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
2018-04-29 19:05:20 +10:00
Scott Mansell a192a3bb30 While I'm here, fix some chroma sub-sampling bugs.
RE4's brightness screen is actually very good for spotting these.

Bug 1: Colors at the end of the scanlines are clamped, instead of a black
       border
Bug 2: U and V color channels share coordinates, instead of being offset
       by a pixel.
2018-04-29 17:56:53 +10:00
Scott Mansell fc96479f12 VideoSoftware: Implement xfb copy filter (Deflickering/Brightness) 2018-04-29 17:56:51 +10:00
Lioncash d68f437e67 Common: Move BitSet helper functions into the Common namespace 2018-04-23 00:13:55 -04:00
Tillmann Karras 4cfd900c67 Fix some warnings 2018-04-17 14:10:05 +01:00
Lioncash b0dc823472
Common/Logging/Log: Wrap GENERIC_LOG macro's body in do { } while (0)
Enforces the termination of GENERIC_LOGs with semicolons.
2018-04-16 12:11:32 -04:00
spycrab 40bb9974f2 Reformat all the things! 2018-04-12 21:28:39 +02:00
Markus Wick c6d0d9a01f
Merge pull request #6578 from JosJuice/remove-projection-hacks
Remove support for projection hacks
2018-04-04 09:10:32 +02:00
Lioncash b184923540
Vulkan/CMakeLists: Migrate off add_dolphin_library
Finishes the migration work started in 3a4c3bbe01
2018-04-02 08:29:37 -04:00
Lioncash 8b43a31855
Software/CMakeLists: Migrate off add_dolphin_library
Continues the migration work started in 3a4c3bbe01
2018-04-02 08:24:40 -04:00
Lioncash a3c53ff754
OGL/CMakeLists: Migrate off add_dolphin_library
Continues the migration work started in 3a4c3bbe01
2018-04-02 08:22:39 -04:00
Lioncash d4f8502ad1
Null/CMakeLists: Migrate off add_dolphin_library
Continues the migration work started in 3a4c3bbe01
2018-04-02 08:17:00 -04:00
Lioncash 3854e2bcca
D3D/CMakeLists: Migrate off add_dolphin_library
Continues the migration work started in 3a4c3bbe01
2018-04-02 08:15:22 -04:00
JosJuice 91732e2baf Remove support for projection hacks
This isn't really useful for anything anymore as far as I know.
2018-04-01 21:41:18 +02:00
Lioncash b818cc682c VideoCommon/Vulkan: Explicitly link in xxhash
Lessens the dependency on the LIBS variable (and also makes the required
libraries explicit).
2018-03-28 17:03:16 -04:00
Stenzek 2f1a7cbee1 Implement "Skip" ubershader mode
Skip ubershader mode works the same as hybrid ubershaders in that the
shaders are compiled asynchronously. However, instead of using the
ubershader to draw the object, it skips it entirely until the
specialized shader is made available.

This mode will likely result in broken effects where a game creates an
EFB copy, and does not redraw it every frame. Therefore, it is not a
recommended option, however, it may result in better performance on
low-end systems.
2018-03-26 01:57:41 +10:00
Helios747 b02b616930 [UI] Remove experimental tag from Vulkan 2018-03-21 15:12:12 -07:00
Markus Wick 523031f037
Merge pull request #6444 from stenzek/d3d-bbox
D3D: Fix broken bounding box
2018-03-19 09:21:22 +01:00