Henrik Rydgård
fab034d866
Fix minor difference between ubershader and specialized vshaders
2024-07-24 20:50:33 +02:00
Henrik Rydgård
6d3c34ecd5
Eliminate inf values resulting from depth range computation.
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Fixes #17981
2023-12-12 18:48:22 +01:00
Henrik Rydgård
89ff606ccb
D3D9 fix. Make a check more break-point-able.
2023-08-17 20:46:43 +02:00
Henrik Rydgård
def09bf575
Update the uvscale uniform a bit more conservatively on framebuffer changes
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Plus fixes a few minor oversights
Fixes #17581 and possibly #17522
2023-06-15 11:57:30 +02:00
Henrik Rydgård
0babac5c5f
Manually revert "Remove LM flag from vshader too" ( #16718 )
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Reverts #16718
Though maybe we can keep this one? Let's see.
2023-05-09 18:44:18 +02:00
Henrik Rydgård
f42c682d34
Revert "Merge pull request #16628 from hrydgard/remove-fog-fshader-flag"
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This reverts commit 10dee90c83
, reversing
changes made to 34c11c8acf
.
2023-05-08 22:01:38 +02:00
Unknown W. Brackets
9fcc1509e4
GPU: Correct depth clip/cull for zero scale.
2023-03-05 08:51:45 -08:00
Henrik Rydgård
8b431b39ba
Wrap the display globals in a struct ( #16998 )
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* Wrap the display globals in a struct
Makes it easier to search/replace these, for future refactorings.
* Some renaming
* Qt buildfix, also fix the Qt build on Mac (got broken with battery changes)
* Attempt at buildfixing ios
* UWP buildfix
2023-02-25 13:09:44 +01:00
Henrik Rydgård
99e6fd62f7
Remove a baffling depth offset I don't quite get
2023-02-11 14:41:25 +01:00
Henrik Rydgård
a2c9491a06
Remove a division by 0 that I hadn't noticed before.
2023-02-11 13:27:44 +01:00
Henrik Rydgård
d65dae7185
Depth scale functions: Clean up the naming, add a failing test
2023-02-10 14:57:45 +01:00
Henrik Rydgård
c11f7e3a5f
Fix texture alpha when texturing from full-alpha textures.
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Fixes #16875
2023-02-02 16:13:38 +01:00
Henrik Rydgård
1c8e456c97
Also apply this to OpenGL and D3D9
2023-01-11 19:29:02 +01:00
Henrik Rydgård
4c2a41cc83
Break out the attenuation term, too
2023-01-11 19:29:02 +01:00
Henrik Rydgård
a508f7e345
Shave a few instructions from lighting shaders by prenormalizing the light dir used for spotlights
2023-01-11 19:29:02 +01:00
Henrik Rydgård
c7c48abb37
Switch the 2x flag to a uniform
2023-01-10 12:36:28 +01:00
Henrik Rydgård
00c44ea799
Get rid of the bool, not worth it.
2023-01-10 10:23:29 +01:00
Henrik Rydgård
d4ce134292
Shader generator: Move FS_TEX_ALPHA to a uniform bool.
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Part of #16567
2023-01-10 09:42:54 +01:00
Henrik Rydgård
a58bf45540
Removes LM flag from vshader in the common case, if ubershader is enabled.
2023-01-05 13:09:49 +01:00
Henrik Rydgård
5cae5615ea
Use more unusual values as "fog-disabled".
2023-01-04 10:14:12 +01:00
Henrik Rydgård
26c748f959
Make fog-enable driven by uniform instead of fragment shader flag bit
2023-01-04 10:14:11 +01:00
Henrik Rydgård
26884150d7
Remove the 0th descriptor set, move everything else back to 0
2022-12-16 13:05:40 +01:00
Henrik Rydgård
ad6725b684
VK/D3D11: Move the rarely used "u_rotation" uniform to the frame uniform buffer.
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This uniform is used in two cases:
* Non-buffered rendering in Vulkan, software transform
* Non-buffered rendering in D3D11 level 9 on Windows Phone, software transform
- which I don't think anyone builds for anymore
Nice to not have it in the main uniform buffer, but mainly a
demonstrator/test of moving stuff to the new frame-global buffer, and
setting up the infrastructure.
2022-11-05 22:14:05 +01:00
Henrik Rydgård
aec22491fe
Don't expand alphaColorRef to 128 bytes on backends where we don't need to.
2022-10-10 18:02:01 +02:00
Henrik Rydgård
bf25f4b283
Shader uniforms (VK/D3D11): Fix issue where we could overwrite the fourth component padding.
2022-10-06 10:52:58 +02:00
Henrik Rydgård
f4b71e2dc7
Fragment shader uniforms: Pack color mask in 32 bits instead of expand to 128 bits.
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Allows us to save 16 bytes from the main uniform buffer, since there's
free 32-bit spaces here and there to use.
2022-09-26 13:04:56 +02:00
Henrik Rydgård
07ca9e4656
Fold the "materialUpdate" flag into the light ubershader part.
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This reduces the number of vertex shaders and thus pipelines by quite a
bit more in a few games, like Tekken and GoW, continuing the fight
against shader compile stutter.
The perf impact should be minimal if not positive due to less pipeline
changes.
GLES fixes
Make the vertex input declarations match (always declare fog input). Fixes D3D11 validation
Tess fix
2022-09-26 12:06:16 +02:00
Henrik Rydgård
96f054f098
Fix light ubershader for D3D11 and OpenGL, GLES unsigned/signed stuff
2022-09-25 23:35:08 +02:00
Henrik Rydgård
7adba20fac
Experiment: Generate "Ubershaders" that can handle all lighting configurations
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This drastically reduces the shader compile stutter that happens when a lot of new
light setups are created, like on the first punch in Tekken 6.
There's more stuff that might benefit from being made dynamic like this.
These branches are very cheap on modern GPUs since they're branching on
a uniform variable, so no divergence.
Only tested on Vulkan. I think we'll need to keep the old path too for
gpus like Mali-450...
2022-09-25 23:35:01 +02:00
Henrik Rydgård
d99e4b6714
Quicker way to update the through projection matrix with the split framebuffer offset
2022-08-31 08:44:15 +02:00
Henrik Rydgård
7186fc2c17
Offset the draws properly. Now just some texel clamping left to fix
2022-08-31 01:40:53 +02:00
Henrik Rydgård
c158414858
Give the mip bias its own uniform flag.
2022-07-31 10:43:48 +02:00
Henrik Rydgård
d7aa3ee486
Fix the mip bias to take the texture depth and sampling offset into account.
2022-07-31 10:43:48 +02:00
Henrik Rydgård
f061eadc04
Initial implementation of 3D texturing through equal-size mips (see #6357 )
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Vulkan-only currently, though all the other backends except ES 2.0
without GL_OES_texture_3d can support it with some work.
2022-07-31 10:43:47 +02:00
Henrik Rydgård
3bf6b140c7
Don't forget to check for bufferedRendering before enabling screen rotation in the shader.
2021-10-31 13:35:13 +01:00
Unknown W. Brackets
b87451de92
GPU: Restore rotation handling in sw transform.
2021-10-30 18:22:53 -07:00
Unknown W. Brackets
24011c3754
GPU: Correct depth handling for guardband.
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This culls based on pre-viewport Z and avoids culling based on the clip
range at negative Z.
2021-10-12 20:34:41 -07:00
Unknown W. Brackets
f32f89dd90
Global: Remove some unused variables.
2021-02-15 11:59:45 -08:00
Henrik Rydgård
f3ebd6553d
Turn off vertex range culling in bezier/spline calls.
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When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.
Fixes #11692
2020-12-13 16:04:16 +01:00
Henrik Rydgård
6310af25fa
Get shader color write masking going on all backends.
2020-11-08 23:45:47 +01:00
Henrik Rydgård
b7edf75437
Move Display.cpp/h to Common.
2020-10-04 11:42:16 +02:00
Henrik Rydgård
9e41fafd0d
Move math and some file and data conversion files out from native to Common.
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Buildfixing
Move some file util files
Buildfix
Move KeyMap.cpp/h to Core where they belong better.
libretro buildfix attempt
Move ini_file
More buildfixes
2020-10-04 09:12:46 +02:00
Henrik Rydgård
ff248ff94f
Fix #13251 for D3D11. The remaining issue in #7124 should be fixed.
2020-08-06 09:35:26 +02:00
Henrik Rydgård
eadd3c5785
Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
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Required fixing a bug in ShaderUniforms.cpp (used by D3D11 and Vulkan,
the two backends that previously exposed LARGE_VIEWPORTS).
2020-08-05 19:03:08 +02:00
Henrik Rydgård
d57edfbdac
Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
2020-08-03 23:17:22 +02:00
Unknown W. Brackets
c42fb72419
GPU: Update uniforms w/ consistent render mode too.
2020-04-04 11:03:07 -07:00
Henrik Rydgård
767b1e45b2
Fix the build - there's a Vec3 name collision, fixed it using a namespace.
2019-10-22 22:58:10 +02:00
Henrik Rydgård
70ec327b40
Vulkan: Slim down and rename the Mali hack.
2019-09-09 00:43:31 +02:00
Henrik Rydgård
f76adfd760
Vulkan ARM mali Z hack: Modify the matrix instead of the shader.
2019-09-09 00:09:57 +02:00
Henrik Rydgård
f316a65905
Revert "Temporary commit to get CalcCullRange logging into a buildbot build"
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This reverts commit 786914690d
.
2019-03-13 11:39:08 +01:00