Henrik Rydgård
584ca5db6e
Merge pull request #16364 from unknownbrackets/gpu-self-copy
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GPU: Avoid self memcpy()
2022-11-08 18:05:07 +01:00
Unknown W. Brackets
1f20e11d61
GPU: Avoid self memcpy().
2022-11-08 07:41:32 -08:00
Henrik Rydgård
87bd7aaccc
Merge pull request #16356 from lvonasek/cleanup_camera_control
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OpenXR - Camera adjust using any controller
2022-11-08 12:28:44 +01:00
Luboš Vonásek
92384c2854
Space added
2022-11-08 07:09:27 +01:00
Unknown W. Brackets
bc53a0d7c4
TexCache: Correct 16->32 for CLUT4 with shift.
2022-11-07 18:41:47 -08:00
Unknown W. Brackets
17f6c00c3c
TexCache: Fix 16->32 colors with CLUT start pos.
2022-11-07 18:34:10 -08:00
Unknown W. Brackets
04cd6c4f7d
TexCache: Align expandClut buffer, cleanup sizes.
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We shouldn't need larger than 2 KB CLUT buffers, since it's actually only
1 KB. We have a hack that allows 2 KB for separate mip map levels.
2022-11-07 18:18:02 -08:00
Henrik Rydgård
970c266b41
Restore parallel GLSL builds
2022-11-08 00:30:21 +01:00
Henrik Rydgård
4d637342f7
Log source code for failed pipeline creations
2022-11-08 00:21:08 +01:00
Henrik Rydgård
4e8f97d64d
Output shader descriptions directly in the source code
2022-11-08 00:21:08 +01:00
Lubos
d1dabd40ee
OpenXR - Disable range culling properly
2022-11-07 22:10:12 +01:00
Henrik Rydgård
24d5cd087c
Experiment (Vulkan): Temporarily disable GLSL parallel compilation on Android. For #16341 investigation.
2022-11-07 14:30:24 +01:00
Henrik Rydgård
ad14d628b6
Turn off boundSecondaryIsInputAttachment_ when we don't have one.
2022-11-07 09:30:47 +01:00
Henrik Rydgård
668904a515
Vulkan: Use the very same view as input attachment and color attachment, not just the same image
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Fixes most of the new validation errors seen #16351 , though one remains.
I believe that to be a bug in the validation layers, will investigate
later.
2022-11-07 09:14:55 +01:00
Henrik Rydgård
41c812651d
Merge pull request #16347 from unknownbrackets/softgpu-skin
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Always skin in decode for software transform and rendering
2022-11-06 20:21:02 +01:00
Henrik Rydgård
69941c0d72
Android fix
2022-11-06 20:01:22 +01:00
Henrik Rydgård
c91e7912bf
Change "Simulate block transfer" to "Skip GPU Readbacks". Group the speed hacks together
2022-11-06 19:30:38 +01:00
Henrik Rydgård
519db766b6
Change "Rendering Mode" to just a "Skip buffer effects" checkbox. Reuse translations.
2022-11-06 19:26:56 +01:00
Unknown W. Brackets
31cb3a8eae
Merge pull request #16346 from hrydgard/remove-retain-changed-textures-setting
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Change the "Retain changed textures" option into a compat.ini option.
2022-11-06 10:18:21 -08:00
Unknown W. Brackets
527947fd81
GPU: Correct softgpu curve issue.
2022-11-06 09:06:07 -08:00
Unknown W. Brackets
3de2557ecb
GPU: Always skin in decode for software transform.
2022-11-06 08:55:07 -08:00
Unknown W. Brackets
7880eb15c1
softgpu: Always use software skinning.
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There's only software skinning, after all.
2022-11-06 08:44:22 -08:00
Unknown W. Brackets
6c36f03a0d
GPU: Purify vertTypeIsSkinningEnabled().
2022-11-06 08:40:54 -08:00
Henrik Rydgård
95cb358fbf
Change the "Retain changed textures" option into a compat.ini option.
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This option benefits so few games and can hurt others, so that it's
better that we specifically enable it for known cases like Popolocrois.
2022-11-06 17:28:50 +01:00
Unknown W. Brackets
66472c39ce
GPU: Use skinned position always in bounding check.
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Meanwhile, move to a flag on decoder options instead of global check.
2022-11-06 08:23:31 -08:00
Unknown W. Brackets
a5d3af9cb0
GPU: Cleanup GetVertTypeID() usage.
2022-11-06 08:01:57 -08:00
Henrik Rydgård
b4507cd5cc
Make a lot more code VR build for all platforms
2022-11-06 14:36:51 +01:00
Henrik Rydgård
0f37854ef9
Drop some D3D11 screen rotation support (was only used on Windows Phone)
2022-11-05 22:17:06 +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
Lubos
c6b83dd9d8
OpenXR - Enable camera movement and stereo in flatscreen mode
2022-11-03 20:00:30 +01:00
Henrik Rydgård
03a90b1bbf
Merge pull request #16321 from unknownbrackets/gedebugger-record
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GE Debugger: Try harder to identify unchanged VRAM
2022-11-02 07:15:39 +01:00
Unknown W. Brackets
1ffdf0d5b8
GE Debugger: Respect unchanged VRAM each frame.
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Oops, wasn't setting the version each run after caching the frame dump
data.
2022-11-01 22:56:29 -07:00
Unknown W. Brackets
00e8720749
GE Debugger: Try harder to identify unchanged VRAM.
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If we exit to the CPU (stall), we don't know if VRAM gets changed by the
CPU. We can check to avoid making the dump require unnecessary copying.
2022-11-01 22:47:46 -07:00
Unknown W. Brackets
5afb009b56
GE Debugger: Dump textures only if possibly used.
2022-11-01 22:15:11 -07:00
Unknown W. Brackets
e7185f93b3
GE Debugger: Restrict marking of dirty VRAM better.
2022-11-01 22:14:23 -07:00
Henrik Rydgård
7967da0f6f
Vulkan: Fix descriptor set binding in geometry shader generator. Should fix #16315
2022-11-01 13:43:48 +01:00
Unknown W. Brackets
0a98ac43fa
Debugger: Allow currently-invalid memory reference.
2022-10-29 17:43:35 -07:00
Henrik Rydgård
c6fe91224a
Vulkan: Fixes validation errors with "null" textures
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These arise in non-buffered rendering when we don't have a framebuffer
to texture from.
2022-10-28 18:40:55 +02:00
Henrik Rydgård
8e0b82f92e
Address feedback
2022-10-28 17:42:21 +02:00
Henrik Rydgård
d9cfcf215e
Need to request the proper type of uniform buffer descriptors.
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Otherwise, assert on Mali.
2022-10-28 10:20:47 +02:00
Henrik Rydgård
10eb21d3b3
Add some extra checking for valid stereo shader.
2022-10-28 10:17:29 +02:00
Henrik Rydgård
ab1cebec51
Actually bind a global uniform buffer, too. Not yet used.
2022-10-28 10:15:36 +02:00
Henrik Rydgård
96a5c52037
Vulkan: Reserve descriptor set 0 for frame-global data, move everything else to set 1
2022-10-28 09:39:56 +02:00
Henrik Rydgård
85e7933e7a
Format string fix
2022-10-27 11:06:00 +02:00
Henrik Rydgård
e058f8aee6
Shadergen fix for OpenGL
2022-10-27 11:05:59 +02:00
Henrik Rydgård
6d9008dab5
Fix validation issue with clears, remove redundant code
2022-10-27 11:05:59 +02:00
Henrik Rydgård
e0bbebc65e
Clean up GPU_Vulkan::BuildReportingInfo a bit
2022-10-27 11:05:59 +02:00
Henrik Rydgård
763afd4a8e
Improve compatibility checks for stereo rendering.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
931c869ca9
Fix for stereo with textureProj (emulated projection).
2022-10-27 11:05:59 +02:00
Henrik Rydgård
7d5bb79257
Fix depal texture binding bug
2022-10-27 11:05:59 +02:00
Henrik Rydgård
31fd928a5c
Name more image views. Very useful with a little patch to the Vulkan debug layers.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
cd203291ba
Fix rendering in non-stereo mode
2022-10-27 11:05:59 +02:00
Henrik Rydgård
15d4495f76
Pass shadergen tests
2022-10-27 11:05:59 +02:00
Henrik Rydgård
2a1526c352
Address feedback
2022-10-27 11:05:59 +02:00
Henrik Rydgård
390a136cb5
Stereo now works through shader depal too
2022-10-27 11:05:59 +02:00
Henrik Rydgård
8413473fa4
Fix more cases, GTA works now.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
524e92374f
Use arrays more consistently.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
91259aaad7
Always use array textures for framebuffers in Vulkan for simplicity.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
2bea495981
wip
2022-10-27 11:05:58 +02:00
Henrik Rydgård
6af4644ab2
Stereo on mobile fixes
2022-10-27 11:05:58 +02:00
Henrik Rydgård
0de12f5ca9
Some refactoring of framebuffer views, layer issues, more work.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
2e87f0bc0b
More work. Things are starting to work now.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
c668736924
Add a couple of stereo display shaders, add infrastructure, compile stereo pipelines
2022-10-27 11:05:58 +02:00
Henrik Rydgård
12d1f94d47
Start stereo postshader work
2022-10-27 11:05:58 +02:00
Henrik Rydgård
fb250c4b29
More multiview work
2022-10-27 11:05:58 +02:00
Henrik Rydgård
d3804ec2e5
Misc multiview hackery
2022-10-27 11:05:58 +02:00
Henrik Rydgård
bbb55e9b1d
Merge pull request #16284 from unknownbrackets/gedebugger
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GE Debugger: Correct UV display with prescale
2022-10-26 09:32:57 +02:00
Unknown W. Brackets
1e1c75d552
GE Debugger: Correct UV display with prescale.
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Sometimes these weren't flushed yet, and it made the texture preview and
vertices confusing and wrong (using old factors, not just no factors.)
2022-10-25 22:14:16 -07:00
Henrik Rydgård
80e1db07a7
Minor ShaderWriter refactor, prep for later changes
2022-10-24 17:45:18 +02:00
Henrik Rydgård
41f3443988
Merge pull request #16280 from unknownbrackets/d3d11-debugger
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GE Debugger: Allow reading tex on D3D11
2022-10-24 08:17:03 +02:00
Unknown W. Brackets
7533b64940
GE Debugger: Allow reading tex on D3D11.
2022-10-23 22:01:50 -07:00
Henrik Rydgård
1d8ab38ce5
Vulkan: Use v2 feature checks, and add check for multiview features.
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Extracted from the multiview PR, and renamed some stuff.
2022-10-24 00:21:28 +02:00
Henrik Rydgård
ecf2797173
Minor refactor of ShaderWriter flags. Extracted from the stereo PR
2022-10-23 21:57:01 +02:00
Henrik Rydgård
a13ab3f76b
Merge pull request #16274 from unknownbrackets/gpu-boundingbox
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Correct accuracy of bounding box test
2022-10-23 12:53:18 +02:00
Unknown W. Brackets
79b1d1d35f
softgpu: Better approximate slope mip level mode ( #16276 )
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* samplerjit: Remove unused x/y parameters.
Still need to tune the accuracy of filtering, but those were not the
right way.
* softgpu: Better approximate slope mip level mode.
This isn't exactly right, but it's closer.
* softgpu: Calculate auto from largest difference.
Direction shouldn't matter.
2022-10-23 10:15:43 +02:00
Unknown W. Brackets
813bfded92
x86jit: Correct vh2f NAN handling ( #16275 )
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* x86jit: Correct vh2f NAN handling.
Allows another test to pass.
* x86jit: Reuse MAccessibleDisp().
2022-10-23 10:09:29 +02:00
Unknown W. Brackets
add2edcab8
VR: Always pass the bounding box check.
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Likely better to draw all objects, even if they wouldn't have been on
screen, for VR purposes.
2022-10-22 16:52:02 -07:00
Unknown W. Brackets
261f1e13db
GPU: Account for scissor/viewport in bound test.
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The bounding box check doesn't check against viewport (which the PSP
generally doesn't clip against), but instead checks against the scissor.
If the scissor doesn't fit inside the offset 4096x4096 box, that direction
is cannot fail the test.
2022-10-22 16:52:02 -07:00
Unknown W. Brackets
93ee82d84f
GPU: Respect depth clamp in bounding box check.
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Although, logically, this feels reversed - it rejects the point if it's
outside positive Z, which would clamp. This matches PSP tests.
2022-10-22 16:05:30 -07:00
Unknown W. Brackets
8b80c5fb28
GPU: Allow/use indices in bounding box check.
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Not sure any games actually use this, but it's supported.
2022-10-22 16:05:29 -07:00
Unknown W. Brackets
519c90e049
GPU: Correct large morph vertex advance.
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Can be 544 bytes per vertex.
2022-10-22 16:05:29 -07:00
Unknown W. Brackets
b7a617023c
GPU: Consume cycles in bounding box check.
2022-10-22 16:05:29 -07:00
Unknown W. Brackets
6ddf22487b
GPU: Correct bounding box for larger counts.
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Matches tests on a PSP with float/transform format.
2022-10-22 16:05:29 -07:00
Henrik Rydgård
3af86ec6f7
Make it possible to specify extensions for Vulkan in the ShaderWriter
2022-10-22 17:46:57 +02:00
Henrik Rydgård
6aa3e4b242
Minor refactoring in PresentationCommon
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Broken out from stereo work
2022-10-21 15:53:09 +02:00
Henrik Rydgård
f2193814ee
PresentationCommon: Use refcounts to simplify shader module management
2022-10-21 14:18:29 +02:00
Henrik Rydgård
cafce7365b
Vulkan: Fix frame ordering issue with postprocessing shaders
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Requested an init command buffer outside the frame, which is dangerous
and caused validation problems with command pool resets.
Would like to assert on insideFrame in GetInitCmd, but we use it from
some init code where it does work correctly. Might clean that up at some
point.
2022-10-21 12:52:21 +02:00
Henrik Rydgård
a830f18054
Merge pull request #16265 from unknownbrackets/lighting-nonormal
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GPU: Respect world matrix and reverse flag w/o normals
2022-10-21 09:16:53 +02:00
Unknown W. Brackets
d23293ee72
GPU: Respect matrix and reverse flag w/o normals.
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See frame dump in #14223 , which requires world matrix be applied.
2022-10-20 23:15:25 -07:00
Unknown W. Brackets
6945604492
softgpu: Multiply prev normal by world matrix.
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Even when it's not in the vertex data, we still must multiply by the world
matrix. Fixes some lighting issues in Nayuta no Kiseki.
2022-10-20 23:14:54 -07:00
Unknown W. Brackets
d6a59be012
softgpu: Respect negate normal flag without norm.
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Per tests, Z is still negated even when using the previous normal value.
2022-10-20 23:09:48 -07:00
fp64
2c814c568a
Some more codestyle cleanup
2022-10-20 06:59:35 -04:00
fp64
9a01db5f42
Change wrap_mode to clamp for bicubic upscaler
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It was set to wrap, even though the comment claimed otherwise. Previous implementation had clamp, as do (I think) other upscaling modes (Hybrid, etc.).
Also make upscaler codestyle a little more consistent with the rest.
2022-10-20 06:53:49 -04:00
Henrik Rydgård
90d395a10d
Remove "attachment" parameter from BindFramebufferAsTexture everywhere.
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Not actually useful since our framebuffer objects don't support multiple
color images, and probably won't ever need to.
2022-10-20 10:15:19 +02:00
Henrik Rydgård
8cd602a9c6
Merge pull request #16257 from unknownbrackets/error-cleanup
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Kernel: Fix reported StopThread error
2022-10-19 08:06:30 +02:00
Unknown W. Brackets
a42064eb48
Vulkan: Correct some enum switch warnings.
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Nice to log debug annotations anyway.
2022-10-18 21:52:38 -07:00
Lubos
eed75889e4
OpenXR - Ensure scene analyze is called the same way as before
2022-10-18 12:23:23 +02:00
Henrik Rydgård
269eb55c17
Build/warning fix
2022-10-18 10:48:16 +02:00
Henrik Rydgård
aa51bfd1ef
Use GPU "use" flags to replace IsVRBuild in the renderer. It remains elsewhere.
2022-10-17 19:57:11 +02:00
Henrik Rydgård
7c5fc3ccb5
Reorder the GPU USE flags a bit
2022-10-17 19:55:11 +02:00
Lubos
1a6180583e
OpenXR - Reduce uniform calls
2022-10-17 19:00:38 +02:00
Henrik Rydgård
123311b0c7
Merge pull request #16241 from unknownbrackets/softgpu-rect
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softgpu: Correct linear interp for uneven positions
2022-10-17 09:29:31 +02:00
Henrik Rydgård
30aa07b156
Two more renames to make things read better
2022-10-17 08:47:05 +02:00
Henrik Rydgård
9b8a5d1db3
Rename GPU_SUPPORTS_ to GPU_USE_
2022-10-17 08:47:03 +02:00
Henrik Rydgård
daca0b2109
Rename gstate_c.Supports to gstate_c.Use
2022-10-17 08:46:37 +02:00
Unknown W. Brackets
162b27e136
GPU: Replace logic ops with blend for simple cases.
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So that alpha/stencil are handled correctly.
2022-10-16 22:24:43 -07:00
Unknown W. Brackets
7eb7bd5141
softgpu: Correct linear interp for uneven positions.
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Can't round to the pixel when calculating the S/T deltas.
This fixes issues in Wipeout (#16131 ) and Call of Duty bloom.
2022-10-16 18:57:55 -07:00
Unknown W. Brackets
9d6de98ed9
softgpu: Correct drawing outside TL of rectangle.
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If the start coordinate was something like 51.75, we were incorrectly
drawing to 51. This can be seen in the Metal Slug intro (#15755.)
2022-10-16 18:46:38 -07:00
Unknown W. Brackets
1931fa2f5f
softgpu: Make triangle fan rect detection generic.
2022-10-16 16:01:09 -07:00
Unknown W. Brackets
d33986a5ad
softgpu: Cull a triangle with all negative w.
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Per tests, this seems to happen but only when all points are below zero.
2022-10-15 11:49:28 -07:00
Unknown W. Brackets
4f5e821ce2
softgpu: Fix crash on screenshot w/o display.
2022-10-15 11:49:05 -07:00
Henrik Rydgård
a605366254
Add ShaderId utility function to be used for some sanity checking.
2022-10-13 22:39:47 +02:00
Henrik Rydgård
4d1da5859c
Add simple way to add debug annotation in the middle of the command stream. Vulkan-only.
2022-10-13 22:39:44 +02:00
Unknown W. Brackets
2f9392083a
GPU: Respect stencil state in shader blend.
2022-10-11 22:26:31 -07:00
Henrik Rydgård
e0e29a1556
Merge pull request #16197 from hrydgard/more-uniform-optimization
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More uniform optimization, fixes
2022-10-12 01:00:27 +02:00
Henrik Rydgård
d30d8bf35c
Removes the option, autodetect instead - only enable if the GPU doesn't support bitwise ops.
2022-10-11 16:09:57 +02:00
Henrik Rydgård
901f698a10
Merge pull request #16201 from unknownbrackets/gedebugger
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GE Debugger: Normalize framebuffer texture preview
2022-10-11 11:33:19 +02:00
Henrik Rydgård
804220afb1
Merge pull request #16198 from unknownbrackets/gles-stencil
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Readback stencil buffer for debugger on GLES
2022-10-11 10:55:38 +02:00
Henrik Rydgård
baa9451cb7
Warning fixes
2022-10-11 09:55:53 +02:00
Unknown W. Brackets
416265431b
GE Debugger: Display if tex is framebuf.
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Rather than guessing based on size, let's show explicitly.
2022-10-10 22:35:42 -07:00
Unknown W. Brackets
48c39543af
GE Debugger: Normalize framebuffer texture preview.
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Previously, we would show the render-to-texture with its original
dimensions. While useful, this skewed the preview coordinates and was
sometimes confusing. Additionally, depth texturing didn't preview.
This pads and subsets the texture preview so it's the right size.
2022-10-10 21:54:24 -07:00
Unknown W. Brackets
fc9f200224
GE Debugger: Centralize current fb tex fetch code.
2022-10-10 21:50:53 -07:00
Unknown W. Brackets
999055791d
D3D9: Remove block transfer code overrides.
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We can just use Draw now. Keep depth, though, since it applies scale.
2022-10-10 21:48:38 -07:00
Unknown W. Brackets
c89cf1cde7
D3D9: Implement CopyFramebufferToMemorySync().
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This works like other backends, including D3D11. This allows us to get
rid of the old implementation and reuse more code.
2022-10-10 21:28:14 -07:00
Unknown W. Brackets
fc68cd9457
GLES: Add debug readback of stencil data.
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This allows the existing gpu.buffer.renderStencil to snapshot the state.
2022-10-10 17:09:14 -07:00
Unknown W. Brackets
c03d327ddd
GLES: Refactor depth pipeline create.
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So we can reuse for stencil as well.
2022-10-10 16:55:30 -07:00
Unknown W. Brackets
59cc7a8000
GPU: Rename stencil write pipeline.
2022-10-10 16:54:29 -07:00
Henrik Rydgård
089ac9a50e
Comment about VR uniforms
2022-10-10 18:02:19 +02:00
Henrik Rydgård
ee46f8992e
Don't use fragmentShaderInt32Support as a replacement for checking for bitwiseOps
2022-10-10 18:02:19 +02:00
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
d56bdcb81e
Merge pull request #16196 from hrydgard/improved-render-stats
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Improved stats in the Vulkan GPU profiler
2022-10-10 15:40:17 +02:00
Henrik Rydgård
32699da6df
Vulkan (trivial): Fix numDraws stat when merging render passes. Shorten a name.
2022-10-10 10:06:30 +02:00
Unknown W. Brackets
1dc35b3ac4
GLES: Simplify, enable debug depth readback.
2022-10-10 01:04:57 -07:00
Unknown W. Brackets
f8908c691b
GLES: Use Draw for depth readback shader.
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Was not working before, since the program was not being used by Draw2D.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets
93346d6e2c
GLES: Refactor depth shader download.
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This makes it similar to the Draw interface.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets
c2da29392c
GLES: Depth download cleanup.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets
bad4a93d3c
D3D11: Correct depth readback.
2022-10-09 15:50:50 -07:00
Unknown W. Brackets
55d5dc3834
GPU: Rename readback and buffer write operations.
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Avoid download/upload and pack, which don't have clear directions.
2022-10-09 13:49:41 -07:00
Unknown W. Brackets
d83f736b1f
D3D9: Correct depth readback.
2022-10-09 13:21:04 -07:00
Henrik Rydgård
0c4935f336
Depal from dynamic CLUT: When detecting bounds, be more conservative.
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Followup to #16188 .
Further fixes the lens flare.
It confused me before that there are two sections of the track on
Sunset Drive where the sun is visible, but only on the second is the
lens flare sprite actually shown, which is rather weird.
Verified that exactly the same thing happens on hardware, so it's not a
an emulation problem! Rather seems like a glitch in the game itself.
2022-10-09 20:57:06 +02:00
Henrik Rydgård
9422b05ee3
Fix depal bounds with dynamic CLUT. Fixes lens flare glitches in Ridge Racer
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With this wrong, we ended up drawing pixels that came from a DONT_CARE
init of the depal temp buffer, which was a pile of garbage on Android
and blank on PC.
Now, we seem to end up not drawing anything because the depal operation
results in transparent black into whatever is actually intended, but at
least the screen isn't full of glitches when the sun is visible on Adreno.
See issue #16083
2022-10-09 20:27:45 +02:00
Henrik Rydgård
28bc45451c
Merge pull request #16184 from unknownbrackets/depth-download
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GPU: Hook Gods Eater Burst avatar read
2022-10-09 16:37:42 +02:00
Henrik Rydgård
49de375bff
Merge pull request #16183 from unknownbrackets/depth-usage
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GPU: Ignore depth when masked and ALWAYS
2022-10-09 10:41:40 +02:00
Unknown W. Brackets
ad3220f857
GLES: Hook up depth download.
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Currently, only used by one hook.
2022-10-09 01:08:04 -07:00
Unknown W. Brackets
bc84d6345b
Vulkan: Disable geometry shaders for Mali <= 18.
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These drivers apparently have some weird behavior.
2022-10-09 00:57:10 -07:00
Unknown W. Brackets
d0eb14ec02
GPU: Correct sizing account on block transfer.
2022-10-09 00:54:59 -07:00
Unknown W. Brackets
e7e7528fbc
GPU: Consider depth buffers in block transfer.
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Right now, only with an explicit flag (not yet used.)
2022-10-09 00:50:45 -07:00
Unknown W. Brackets
b2ce4d2c3f
GPU: Refuse to set fb_address == z_address.
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We don't do it when creating framebufs either, so don't update to
matching values.
2022-10-08 17:50:18 -07:00
Unknown W. Brackets
7d331f1928
GPU: Ignore depth when masked and ALWAYS.
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Seen in NFS Pro Street, for example. Shouldn't be interpreted as depth
usage.
2022-10-08 17:49:25 -07:00
Unknown W. Brackets
157ffed57f
D3D9: Add simple rendered CLUT handling.
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I think there's still a deeper half-pixel offset issue, but this fixes
Brave Story.
2022-10-08 15:36:36 -07:00
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
Unknown W. Brackets
3aa863ec41
GPU: Clip against neg Z even w/o cull support.
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This should fix rendering issues on Apple devices.
2022-10-06 00:34:02 -07:00
Henrik Rydgård
87d00f79da
Merge pull request #16165 from unknownbrackets/geo-shader
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Vulkan: Clip clamped depth in geometry shader
2022-10-06 09:18:08 +02:00
Henrik Rydgård
3da1b46104
Merge pull request #16166 from unknownbrackets/hwtess
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GPU: Verify generated shader buffer length
2022-10-06 08:24:46 +02:00
Unknown W. Brackets
aee2ad46a2
GPU: Verify generated shader buffer length.
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Hardware tessellation + uberlighting + clamp was exceeding the buffer,
causing memory corruption. Let's try to catch it, but also increase
buffers to be safe.
2022-10-05 21:41:09 -07:00
Unknown W. Brackets
bc3d3cf9fb
GPU: Optimize clip distances needed.
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We only need to write one clip distance to clip clamped depth, since we
don't clamp when it needs clipping on both sides.
2022-10-05 21:17:17 -07:00
Unknown W. Brackets
14bf9d1923
Vulkan: Correct clamped Z clip when clipping neg Z.
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In the geometry shader, if used, we need to output the clip distance from
the clamped Z clip or it gets lost.
2022-10-05 20:48:38 -07:00
Unknown W. Brackets
8663541403
Vulkan: Avoid max_vertices=12 if unnecessary.
2022-10-05 20:11:10 -07:00
Unknown W. Brackets
3e5c09d432
Vulkan: Clip clamped depth in geometry shader.
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This corrects deformed geometry on Mali devices which don't support
user-space clipping but do support depth clamp.
2022-10-05 19:41:59 -07:00
Henrik Rydgård
d6bd08cae7
Merge pull request #16162 from unknownbrackets/geo-shader
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Implement negative Z clipping in geometry shader
2022-10-06 01:00:41 +02:00
Unknown W. Brackets
5d88e50201
Vulkan: Generate indices in clipping.
2022-10-04 23:04:25 -07:00
Unknown W. Brackets
f24edbe8a8
Compat: Remove DisableRangeCulling.
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This hack was used because culling previously incorrectly handled Z, which
was fixed in #14833 .
2022-10-04 22:19:40 -07:00
Unknown W. Brackets
8025def8d2
Vulkan: Clip to neg z in the geometry shader.
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This is only used when clip distance is unsupported, such as on Mali.
2022-10-04 22:10:24 -07:00
Henrik Rydgård
362391b9d8
Fix Kurohyou again. See #9576
2022-10-04 20:56:41 +02:00
Henrik Rydgård
b333695cd1
Merge pull request #16160 from unknownbrackets/vram-mirrors
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GPU: Use flags to fix triggered upload/download
2022-10-04 08:45:06 +02:00
Unknown W. Brackets
9ac4523fd2
GPU: Skip matching a framebuf for RAM.
2022-10-03 20:22:27 -07:00
Unknown W. Brackets
a1efed31b9
GPU: Use flags to fix triggered upload/download.
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No longer using mirror hacks.
2022-10-03 20:17:25 -07:00
Henrik Rydgård
1469a32a9d
Vertex decoder: Add fallback for non-SSE4.1
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See #16157
2022-10-03 19:06:17 +02:00
Henrik Rydgård
973d0435c1
Fix another crash with non-buffered rendering
2022-10-03 19:02:16 +02:00
Henrik Rydgård
ed3cd1dc26
Merge pull request #16150 from unknownbrackets/vram-mirrors
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GPU: Mask away unused bits in framebuf/zbuf ptr, cleanup
2022-10-03 11:56:24 +02:00
Herman Semenov
29b87e0c0b
Merge branch 'master' into master
2022-10-03 07:49:13 +00:00
Unknown W. Brackets
0be891c7ff
softgpu: Minor opt, ignore unused z_stride.
2022-10-02 21:31:07 -07:00
Unknown W. Brackets
58a4376998
GPU: Normalize framebuf addresses.
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In VRAM, always store without mirror. In RAM, always store without
cache/kernel bits.
2022-10-02 21:28:53 -07:00
Unknown W. Brackets
73040ebb8f
GE Debugger: Ignore mirrors for target in record.
2022-10-02 20:48:28 -07:00
Unknown W. Brackets
4a17ab8070
GE Debugger: Correct mask in target breakpoints.
2022-10-02 20:47:12 -07:00
Unknown W. Brackets
b9b59f7806
GPU: Mask away unused bits in framebuf/zbuf ptr.
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Lower 4 bits are ignored during rendering, and mirrors (even even the 8
bit at the top) are ignored.
2022-10-02 20:44:35 -07:00
Unknown W. Brackets
4df7a8f357
Vulkan: Cleanup unused geometry shader vars.
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Without clipping, these aren't used (but could be in the future with
manual clipping.)
2022-10-02 07:43:35 -07:00
Unknown W. Brackets
2832edcc37
Vulkan: Allow configuring geometry shaders on/off.
2022-10-02 07:42:22 -07:00
Unknown W. Brackets
8df956b036
Vulkan: Block geometry shaders on older Mali.
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They're too slow to be usable.
2022-10-02 07:42:22 -07:00
Unknown W. Brackets
36eb0d9ad5
Vulkan: Use geo clip distance only where supported.
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It might be supported without cull or GS. Otherwise we may need to clip
the triangles manually.
2022-10-02 07:42:22 -07:00
Unknown W. Brackets
2ce0cda333
Vulkan: Enable geo shader for culling.
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The compat setting was really for some previously buggy cases that
couldn't work without cull.
2022-10-02 07:42:22 -07:00
Unknown W. Brackets
bfaa304461
Vulkan: Correct geometry shader culling.
2022-10-02 07:42:17 -07:00
Henrik Rydgård
ac248338be
Vulkan: Cull in geoshader, hack to on for now.
2022-10-02 07:42:17 -07:00
Henrik Rydgård
cdee10fe86
Vulkan: Basic geoshader code generation.
2022-10-02 07:42:17 -07:00
Unknown W. Brackets
fbdb278168
Vulkan: Update shader cache format for geo shaders.
2022-10-02 07:42:16 -07:00
Unknown W. Brackets
d16caa71af
Vulkan: Add geometry shader ID tracking.
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We're still not generating them, yet. But this tracks the objects and
IDs through the pipeline.
2022-10-02 07:42:16 -07:00
Unknown W. Brackets
38e16324f0
Vulkan: Clean up shader module tag.
2022-10-02 07:42:16 -07:00
Unknown W. Brackets
878a049f60
GPU: Add dirtying for geo shader state.
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Not yet used, but dirtied at the right times.
2022-10-02 07:42:16 -07:00
Henrik Rydgård
b36bfc37d5
Merge pull request #16139 from hrydgard/tighten-up-format-checks
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Tighten up some color format checks with displays and copies
2022-10-02 15:39:51 +02:00
Henrik Rydgård
10b2263673
Merge pull request #16143 from unknownbrackets/edram-trans
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Report, save, and frame dump the Edram translation value
2022-10-02 09:25:45 +02:00
Unknown W. Brackets
fcc877a0f3
GE Debugger: Fix memcpy/memset recording.
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Uhh, oops. I'm surprised I didn't notice these were broken for so long.
2022-10-01 23:48:23 -07:00
Unknown W. Brackets
978fd9fc60
GE Debugger: Record the Edram translation value.
2022-10-01 23:48:06 -07:00
Unknown W. Brackets
24999e792a
Ge: Report and save Edram translation value.
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See #16126 for some details on its usage and effects.
2022-10-01 23:18:42 -07:00
Unknown W. Brackets
80cccd7abb
Build: Fix debug build on Windows 32-bit.
2022-10-01 17:07:27 -07:00
Henrik Rydgård
ab08db6fca
Tighten up some color format checks with displays and copies
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Now that we allow multiple color format buffers to overlap, and don't
just take one and change its format during copy for example, we could
use some additional checking.
Additionally, do a simple heuristic to reject "obviously" wrong copies
copies to framebuffers.
Fixes #15959 , should also help #16124
2022-10-02 00:10:19 +02:00
Henrik Rydgård
151db69a32
Merge pull request #16138 from unknownbrackets/geo-shader-2
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Basic groundwork for geometry shaders
2022-10-01 22:23:48 +02:00
Unknown W. Brackets
87171cef98
GPU: Add geometry path for shader writer.
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Not yet used.
2022-10-01 12:45:43 -07:00
Unknown W. Brackets
59a489f883
Draw: Add COLOR1 semantic.
2022-10-01 12:14:46 -07:00
Henrik Rydgård
9ec41436d1
ES2 crash fix: Don't draw depth if lacking fragment shader depth write.
2022-10-01 19:28:52 +02:00
lainon
3cdf72b68b
Better readability and optimization insertion into container by replacing 'insert' -> 'emplace', 'push_back' -> 'emplace_back'
2022-09-30 12:35:28 +03:00
lainon
c953bf7fc7
Fixed bug and memleaks
2022-09-30 12:32:49 +03:00
lainon
b304551747
Code readability, vec reserve() and remove excess c_str()
2022-09-30 12:31:32 +03:00
lainon
fec708489a
Correct cleaning string and remove unused vars
2022-09-30 12:26:30 +03:00
Unknown W. Brackets
77696573f4
GE Debugger: Correct rounded coords in vertex list.
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Were previously rounding to pixel, not subpixel. Also, show out of range
values for clarity on clamping/culling.
2022-09-30 00:19:21 -07:00
Unknown W. Brackets
6468e0f03e
softjit: Fix dst blend shift.
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Example: src * dst.a + dst * one, still requires a shift back.
2022-09-29 22:31:50 -07:00
Unknown W. Brackets
dc90a5a851
softgpu: Avoid projecting textures in common case.
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Several games appear to intentionally set the matrix flat.
2022-09-29 22:31:49 -07:00
Unknown W. Brackets
7cf05d0a46
GPU: Fix missed dirtying when fast loading tgen.
2022-09-29 22:31:07 -07:00
Unknown W. Brackets
904fb38003
GPU: Restore matrices with dirtying.
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Without this, it's possible we might not notice or apply a change
whether in uniforms or etc.
2022-09-29 22:31:02 -07:00
Henrik Rydgård
bd759790b0
Update the Vulkan debug names when reassigning depth buffers.
2022-09-28 14:09:40 +02:00
Henrik Rydgård
de51d067f2
If a framebuffer starts using a different depth buffer than before, re-point.
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Fixes depth artifacts in Silent Hill: Origins. See issue #16126
2022-09-28 13:41:41 +02:00
Henrik Rydgård
30c7b45ac8
Merge pull request #16123 from unknownbrackets/gpu-matrix
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softgpu: Correct matrix value update wrapping
2022-09-28 09:39:27 +02:00
Unknown W. Brackets
6b20c0318d
softgpu: Correct matrix value update wrapping.
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The values read back when saving a context or getting matrix data are set
differently than the actual values used for rendering.
This implements the wrapping and bleeding between matrices within softgpu,
but leaves hardware rendering to only use the rendering registers for
speed.
2022-09-27 22:29:55 -07:00
Unknown W. Brackets
95d2083f04
Ge: Move matrix reading into GPU.
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Let's keep managing its state / registers internal.
2022-09-27 22:23:02 -07:00
Unknown W. Brackets
38818f9f6e
GLES: Fix colortest/logicop uint/int conversion.
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Shown well in #16119 .
2022-09-27 19:24:54 -07:00
Henrik Rydgård
ca5c69d3dd
Vulkan: Better debug names for RENDER passes.
2022-09-27 23:41:09 +02:00
Henrik Rydgård
e538f5a441
Better bit scrambling when computing draw call IDs for vertex cache.
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Fixes #13324
2022-09-27 10:09:52 +02:00
Unknown W. Brackets
23af9be9f4
softgpu: Handle rectangle texture projection.
2022-09-26 18:44:39 -07:00
Unknown W. Brackets
faa6c2d461
softgpu: Implement triangle texture projection.
2022-09-26 18:12:20 -07:00
Unknown W. Brackets
6282f8b05f
softgpu: Expand texture coords to include q.
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We'll need this to correctly project.
2022-09-26 17:13:14 -07:00
Unknown W. Brackets
8376176b2f
softgpu: Split clippos out of rasterization vert.
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We don't use it, except w, at all in rasterization, so no need to keep it
in the bin queue.
2022-09-26 16:50:40 -07:00
Unknown W. Brackets
97ae4ae712
GPU: Correct flat normal projection mapping.
2022-09-26 15:11:11 -07:00
Unknown W. Brackets
34a8056017
GPU: Correct normalized zero normal proj map.
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Unlike lighting, this does not use 0, 0, 1.
2022-09-26 15:11:11 -07:00
Unknown W. Brackets
b3c0f177e2
softgpu: Save last tc/normal in vertex reading.
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Matches PSP behavior, reusing last set values.
2022-09-26 15:11:11 -07:00
Unknown W. Brackets
59f11df98b
Merge pull request #16116 from hrydgard/color-test-fix
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Fix color test.
2022-09-26 14:18:12 -07:00
Henrik Rydgård
9b46adb985
Fix color test.
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Fixes the new color test bug reported in #13324 , though doesn't fix that
issue (didn't confirm it still is one).
2022-09-26 22:51:46 +02:00
Henrik Rydgård
1c0d66aef7
Add compatibility flag for loading pixels on framebuffer create using nearest filtering
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Solves the last problem with the speedometers - so we can finally say: Fixes #8509
Render-to-CLUT for speedometers renders on top of an image that just comes from the
underlying memory, so it's been drawn to the framebuffer with DrawPixels. That adds
filtering so at higher resolutions, there's some blurring of the CLUT, causing
artifacts. We can solve this two ways: either we force on lower-resolution-for-effects
for Ridge Racer games, or we use nearest filtering when doing DrawPixels of the
memory under a framebuffer. For best result, we do the latter.
(The speedometers look even better with nearest filtering, but that's a more
general issue of UI looking better that way).
2022-09-26 20:47:55 +02:00
Unknown W. Brackets
4329aaa31c
GPU: Apply color test mask as a uint.
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This is simpler and allows us to unify paths better.
2022-09-26 06:57:41 -07:00
Unknown W. Brackets
a19a057e8c
GPU: Consistently use uvec3 for colortest.
2022-09-26 06:57:41 -07:00
Henrik Rydgård
d9f74d2fb7
ivec->uvec, comment fix
2022-09-26 13:05:25 +02:00
Henrik Rydgård
fc30b04430
ShaderUniforms: cleanup, put every "4-float" on a line for clarity
2022-09-26 13:05:25 +02:00
Henrik Rydgård
cfa427c37a
Shuffle constants around, squeezing them into gaps. Saves another 16 bytes.
2022-09-26 13:05:24 +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
ad1021ea4b
Add some recent flags to FragmentShaderDesc
2022-09-26 12:06:16 +02:00
Henrik Rydgård
76f03d30bf
Remove suspicious dirty flag
2022-09-26 11:21:40 +02:00
Henrik Rydgård
196f8e3461
Prepare for dynamic mat update
2022-09-26 11:21:40 +02:00
Henrik Rydgård
94e439280e
Merge pull request #16111 from hrydgard/always-compute-fog-in-vs
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Always do the vertex shader part of the fog computation.
2022-09-26 11:20:06 +02:00
Henrik Rydgård
9d1355e137
Always do the vertex shader part of the fog computation.
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In #16104 , we drastically reduced the number of shader variants for
games that use flexible lighting setups. I looked at a few games and it
seems that a lot of games have the same shaders with fog on/off, while
fog is super cheap to compute. So let's just always do it, reducing
vertex shader variants further (though the amount of pipelines will probably
remain the same, since we still specialize the fragment shader).
Might also be worth adding a dynamic bool for the fragment shader, but
if so, doing it separately.
2022-09-26 09:30:54 +02:00
Unknown W. Brackets
c80f325912
GPU: Fix SSE4 Vec3f normalize.
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Was sometimes adding in garbage data, which could create NANs.
2022-09-26 00:24:12 -07:00
Henrik Rydgård
f30252f8d5
Oops! Also, testfix
2022-09-25 23:35:08 +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
b1afeeaf43
Merge pull request #16100 from unknownbrackets/d3d9-debugger
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D3D9: Allow INTZ depth buffers more correctly
2022-09-25 17:37:56 +02:00
Unknown W. Brackets
e6db0bef2d
Merge pull request #16099 from hrydgard/vulkan-dont-always-alloc-depth
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Vulkan: Avoid allocating depth images for stuff like temp copies, depal buffers etc.
2022-09-25 08:05:50 -07:00
Henrik Rydgård
a26a353c25
Merge pull request #16102 from unknownbrackets/softgpu-bin-tweaks
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softgpu: Avoid waiting for a thread to drain
2022-09-25 10:01:44 +02:00
Henrik Rydgård
70c5ca62e6
Remove debug log. Add some new debug log though, unrelated to this PR, for fb clut + fb texture. Plus a couple asserts.
2022-09-25 09:56:39 +02:00
Henrik Rydgård
8a4147c042
Merge pull request #16101 from unknownbrackets/softgpu-fixes
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softgpu: Avoid fast path in another wrong case
2022-09-25 09:52:29 +02:00
Unknown W. Brackets
24560eef5c
softgpu: Avoid waiting for a thread to drain.
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If we can, we want to keep the thread queues healthy, but not full.
Reduce the amount we push on a typical drain to avoid the Wait().
2022-09-24 20:01:00 -07:00
Unknown W. Brackets
1aa6841759
softgpu: Increase queued prims.
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We made them smaller, so we can queue more of them in the same space.
Helps a little bit.
2022-09-24 20:01:00 -07:00
Unknown W. Brackets
444781c7b0
softgpu: Fix triangle strip with partial rects.
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Seen in Wild Arms XF shop menu.
2022-09-24 18:55:45 -07:00
Unknown W. Brackets
c47d7eab38
softgpu: Simply 5551 blending fast path.
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Since it only supports multiply and add, let's just stick with that.
2022-09-24 18:55:45 -07:00
Unknown W. Brackets
1eeb4f0bcf
softpu: Refactor out 5551 fast path checks.
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They were duplicated, and better to organize them according to state.
2022-09-24 18:55:45 -07:00
Unknown W. Brackets
f30b1d048d
softgpu: Avoid fast path in another wrong case.
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Seen in Kurohyo. Missed that the alpha blend check essentially means only
standard blending can work.
2022-09-24 17:53:09 -07:00
Unknown W. Brackets
81e8336985
D3D9: Allow INTZ depth buffers more correctly.
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The FBO check was wrong and just always failed.
2022-09-24 15:17:18 -07:00
Henrik Rydgård
08d2cb4486
Bump the shader cache version
2022-09-24 22:40:42 +02:00
Henrik Rydgård
9f3dfe7ebe
Vulkan: Don't compile pipeline variants that don't make sense given their flags.
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Ran into this with cache files from previous version of my change.
Also bumping the shader cache ID again to avoid this in other ways, but
good to be robust here.
2022-09-24 22:39:22 +02:00
Henrik Rydgård
c3b4caa30b
Merge pull request #15984 from lvonasek/compat_openxr_gta
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OpenXR - Sky fix for GTA games
2022-09-24 17:16:28 +02:00
Unknown W. Brackets
c76d31dfa8
GPU: Cleanup unused CheckAlpha() funcs.
2022-09-24 02:00:03 -07:00
Unknown W. Brackets
6e6535c263
softjit: Skip reading dst pixel where blended out.
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Sometimes used by blends used purely to multiply the source color by
something, usually prep for bloom.
2022-09-24 02:00:03 -07:00
Unknown W. Brackets
a4c3718431
softgpu: Optimize rectangle sampling/blending.
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Sometimes the vertex color or alpha can allow us to optimize away some
multiplication.
2022-09-24 02:00:03 -07:00
Unknown W. Brackets
794a5c07ad
softgpu: Ignore a needless color test case.
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This happens in Ridge Racer, and we can entirely skip the color test.
2022-09-24 02:00:03 -07:00
Unknown W. Brackets
7ff5434968
GE Debugger: Tag frame dump replay VRAM writes.
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Just for debugging, it's helpful especially paired with softgpu tagging.
2022-09-23 21:20:14 -07:00
Unknown W. Brackets
c3c5450b8f
GE Debugger: Fix small tex/clut recopying.
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If it's less than 256 bytes, we can't mark the entire VRAM area copied.
This still helps frame dumps avoid excessively slow VRAM recopying
situations, but fixes issues like missing trees in #12738 .
2022-09-23 21:18:39 -07:00
Unknown W. Brackets
b56bd0d0fc
Merge pull request #16090 from hrydgard/more-vulkan-cleanup-work
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Simplify synchronization in VulkanRenderManager
2022-09-23 17:24:34 -07:00
Henrik Rydgård
d743bfac93
Merge pull request #16085 from unknownbrackets/softgpu-vert
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softgpu: Cache reused indexed verts
2022-09-24 00:00:26 +02:00
Henrik Rydgård
1259283c2e
More tweaks, fix crash on exit (double-join thread)
2022-09-23 22:10:29 +02:00
Lubos
adffbb2ea7
Merge branch 'master' into compat_openxr_gta
2022-09-23 14:16:58 +02:00
Henrik Rydgård
7884e4ccb3
Another uninitialized variable (VAI minihash/hash)
2022-09-23 12:33:16 +02:00
Henrik Rydgård
ac7ca963db
Make valgrind happy
2022-09-23 12:24:43 +02:00
Henrik Rydgård
bb6919ebcb
Merge pull request #16087 from unknownbrackets/depth-upload
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GPU: Upload depth only on first usage
2022-09-23 09:07:33 +02:00
Unknown W. Brackets
93c909a88e
GPU: Upload depth only on first usage.
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Fixes various glitches in Kingdom Hearts, etc.
2022-09-23 00:04:14 -07:00
Unknown W. Brackets
66b6dfd0a5
softgpu: Fix self-render detect in Ridge Racer.
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When we flush we mark all pending writes zero, but we rely on this being
set to detect self-render.
TRANSFORM_ALL was wrong as well, sometimes clearing BINNER_RANGE.
2022-09-22 20:36:15 -07:00
Unknown W. Brackets
88b3b26ed3
softgpu: Cache reused indexed verts.
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This happens a lot for spline/bezier, so can significantly speed up curve
heavy scenes. Isn't necessarily that common otherwise, though.
2022-09-22 18:27:59 -07:00
Unknown W. Brackets
067fac6817
softgpu: Skip matrix multiply for fog factor calc.
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We can just use a dot product instead, and always skip viewpos.
2022-09-22 18:19:53 -07:00
Unknown W. Brackets
84a3f6de71
softgpu: Remove unnecessary state param.
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Oops, meant to remove this when refactoring imm prims.
2022-09-22 18:18:49 -07:00
Henrik Rydgård
a6d6e0a3cc
Texture/Framebuffer match: Ignore stride if texHeight == 1. Fixes Ridge Racer lens flares.
2022-09-22 22:11:16 +02:00
Henrik Rydgård
078fa9beb2
Fix corruption of Ridge Racer speedometers with AutoMaxQuality enabled.
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See #8509
2022-09-22 15:27:17 +02:00
Henrik Rydgård
c3cbb68452
Merge pull request #16072 from hrydgard/depth-free-renderpass
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Vulkan: Don't have renderpasses store/load depth buffers when we don't use them
2022-09-22 11:05:25 +02:00
Henrik Rydgård
c108db0e71
Merge pull request #16081 from hrydgard/zbuffer-upload-heuristic
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Fix green flashes with Burnout Dominator lens flare
2022-09-22 11:02:27 +02:00
Henrik Rydgård
a31c5c8239
Cleanup logic
2022-09-22 10:48:45 +02:00
Henrik Rydgård
8e30a7ccfc
Vulkan: Don't have renderpasses store/load depth buffers when we don't use them
2022-09-22 10:06:05 +02:00
Henrik Rydgård
e9bcefb052
Merge pull request #16080 from unknownbrackets/softgpu-spline
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softgpu: Avoid unnecessary flushing for curves
2022-09-22 10:05:23 +02:00
Henrik Rydgård
bd196f7a50
Preserve depth buffer on framebuffer resize, if has been used.
2022-09-22 09:59:49 +02:00
Henrik Rydgård
188ab67d6a
More lenient heuristic for uploading depth buffers. Still behind compat flag. See #11100
2022-09-22 09:29:33 +02:00
Henrik Rydgård
287e025978
Minor cleanups around dirtying of render state
2022-09-22 09:12:58 +02:00
Unknown W. Brackets
fc39f042ae
softgpu: Avoid unnecessary flushing for curves.
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We don't need to flush all drawing between curves in softgpu, let them
queue up.
2022-09-22 00:08:38 -07:00
Henrik Rydgård
594139885e
Merge pull request #16077 from unknownbrackets/hwtess
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GPU: Use hardware tess params for texgen
2022-09-22 08:58:30 +02:00
Unknown W. Brackets
a8eced4773
GLES: Avoid resizing tessellation data textures.
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Just recreate when it needs to be larger. Fixes Test Drive Unlimited
issues noted in #16069 .
2022-09-21 23:30:00 -07:00
Unknown W. Brackets
1e78f3aa57
GPU: Correct neg normal for hwtess texgen.
2022-09-21 22:06:32 -07:00
Unknown W. Brackets
a681d149db
GPU: Use hardware tess params for texgen.
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Fixes field in Test Drive Unlimited with hardware tessellation.
2022-09-21 21:15:58 -07:00
Henrik Rydgård
a92aaf9311
Dirty more state after depal
2022-09-21 23:57:19 +02:00
Henrik Rydgård
8ed1694a2f
Don't try to replace or scale CLUT8-on-GPU textures.
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See #8509
2022-09-21 23:50:03 +02:00
Henrik Rydgård
78ab013914
Shouldn't 'floor' there
2022-09-21 18:37:40 +02:00
Henrik Rydgård
94ae0fabfa
CLUTs can be loaded from small rectangular textures. Need to linearize.
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Fixes #8406 , although technically, we should wrap by bufw, not the
texture width.
2022-09-21 18:33:15 +02:00
Henrik Rydgård
3ff400e40e
Merge pull request #16069 from unknownbrackets/depth-clamp
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GPU: Simplify depth clamped clip planes
2022-09-21 10:01:49 +02:00
Henrik Rydgård
95ea0450fc
Merge pull request #16066 from unknownbrackets/softgpu-fastrect
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softgpu: Narrow blend check for fast path further
2022-09-21 10:01:04 +02:00
Henrik Rydgård
7f0405b777
Merge pull request #16067 from unknownbrackets/lines
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GPU: Account for w properly in lines, fixing width
2022-09-21 09:13:39 +02:00
Unknown W. Brackets
f8d29fdc1a
GPU: Simplify depth clamped clip planes.
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There's no need to think about the scaled Z if we're using w anyway, just
use the existing Z clipping.
2022-09-20 16:23:19 -07:00
Henrik Rydgård
a223e2a572
Merge pull request #16068 from unknownbrackets/depth-clamp
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GPU: Clip clamped depth accounting for perspective
2022-09-21 01:15:12 +02:00
Unknown W. Brackets
2fc7f72d72
GPU: Clip clamped depth accounting for perspective.
2022-09-20 15:55:39 -07:00