Commit Graph

33764 Commits

Author SHA1 Message Date
Lubos
464fc446e3 OpenXR - Fix FBO colors on Pico 2022-09-28 00:10:30 +02:00
Lubos
409b9234d7 OpenXR - Fix the build on Quest 2022-09-28 00:01:18 +02:00
Lubos
05de5c7f3d OpenXR - Support for Pico controllers 2022-09-27 23:54:46 +02:00
Henrik Rydgård
ca5c69d3dd Vulkan: Better debug names for RENDER passes. 2022-09-27 23:41:09 +02:00
Stuart Kenny
1d5fc2feaa Remove alpha ignore in xbrz texture shaders. 2022-09-27 20:22:58 +01:00
Lubos
de1d829d47 Merge branch 'master' into platform_openxr_pico 2022-09-27 18:44:40 +02:00
Lubos
a7542e0320 OpenXR - Initialization on Pico fixed 2022-09-27 18:44:15 +02:00
Lubos
a9b6001daa OpenXR - Code formatting 2022-09-27 18:04:21 +02:00
sum2012
117ce25de0 Forget remove unused include 2022-09-27 21:08:56 +08:00
sum2012
f37d0622e2 Change to mpegLibVersion 2022-09-27 21:07:02 +08:00
Henrik Rydgård
afe3ba01fc
Merge pull request #16118 from hrydgard/vertex-cache-hash-improvement
Better bit scrambling when computing draw call IDs for vertex cache.
2022-09-27 10:28:16 +02:00
Henrik Rydgård
e538f5a441 Better bit scrambling when computing draw call IDs for vertex cache.
Fixes #13324
2022-09-27 10:09:52 +02:00
Henrik Rydgård
29d8f40c28
Merge pull request #16117 from unknownbrackets/softgpu-texgen
Correct texture projection issues, mainly in softgpu
2022-09-27 09:02:27 +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.
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.
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.
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.
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
Fix color test.
2022-09-26 14:18:12 -07:00
Henrik Rydgård
9b46adb985 Fix color test.
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
87e49d8775
Merge pull request #16115 from hrydgard/fb-create-nearest-filter
Add compatibility flag for loading pixels on framebuffer create using nearest filtering
2022-09-26 21:49:41 +02:00
Henrik Rydgård
1c0d66aef7 Add compatibility flag for loading pixels on framebuffer create using nearest filtering
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
Henrik Rydgård
89e6b1068f
Merge pull request #16103 from hrydgard/optimize-shader-constants
Shrink our main uniform buffer by 32 bytes
2022-09-26 19:33:08 +02:00
Henrik Rydgård
2097a9c39b
Merge pull request #16114 from unknownbrackets/mpeg-fix
Mpeg: Correct Au update size
2022-09-26 17:02:56 +02:00
Unknown W. Brackets
4e31a469f0 Mpeg: Correct Au update size. 2022-09-26 07:40:17 -07:00
Unknown W. Brackets
ce835d1892
Merge pull request #16109 from unknownbrackets/optimize-shader-constants
GPU: Apply color test mask as a uint
2022-09-26 07:00:05 -07:00
Unknown W. Brackets
4329aaa31c GPU: Apply color test mask as a uint.
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.
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
51ec3eba4f
Merge pull request #16112 from hrydgard/dynamic-matupdate
Fold the "materialUpdate" flag into the light-ubershader
2022-09-26 12:35:57 +02:00
Henrik Rydgård
07ca9e4656 Fold the "materialUpdate" flag into the light ubershader part.
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
9c63973c9a Minor debugger fix 2022-09-26 11:21:40 +02:00
Henrik Rydgård
94e439280e
Merge pull request #16111 from hrydgard/always-compute-fog-in-vs
Always do the vertex shader part of the fog computation.
2022-09-26 11:20:06 +02:00
Henrik Rydgård
970998479b
Merge pull request #16110 from unknownbrackets/sse4-normalize
GPU: Fix SSE4 Vec3f normalize
2022-09-26 09:46:50 +02:00
Henrik Rydgård
9d1355e137 Always do the vertex shader part of the fog computation.
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.
Was sometimes adding in garbage data, which could create NANs.
2022-09-26 00:24:12 -07:00
Unknown W. Brackets
391320db52
Merge pull request #16104 from hrydgard/light-ubershader
Generate "Ubershaders" that can handle all lighting configurations
2022-09-25 14:52:01 -07:00
Unknown W. Brackets
c8c25dbbf3
Merge pull request #16108 from hrydgard/fix-vulkan-pretransition-bug
Vulkan: Fix bug setting up pretransitions for both color and depth of the same framebuffer
2022-09-25 14:41:35 -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
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
a7642bac15 Replace faulty layout transition deduplication algorithm. 2022-09-25 23:24:54 +02:00