Commit Graph

993 Commits

Author SHA1 Message Date
Henrik Rydgård
c789c34274
Merge pull request #11575 from unknownbrackets/texture-self
GLES: Fix render-to-self detection
2018-11-22 20:05:16 +01:00
Unknown W. Brackets
87085d18f0 GLES: Fix render-to-self detection.
Was broken by the recent fb_address changes, so match Vulkan and D3D11
for consistency.
2018-11-22 09:26:12 -08:00
Unknown W. Brackets
1c19bce514 GPU: Correct specular exponent zero. 2018-11-22 08:53:25 -08:00
Unknown W. Brackets
4816bfc1a6 GPU: Skip specular on negative diffuse factor.
This is correct per hardware tests, see #8403.  Note that the PS3 emulator
running PSP HD remasters does not correctly handle this, and applies
specular for negative diffuse factor.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
6e46d6c0f9 GPU: Correct powered diffuse with exp=0.
Just to ensure negative factors are handled too, as they are on hardware.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
1cec9f5ea1 GPU: Handle spot light with 0 exp or length. 2018-11-22 08:53:25 -08:00
Unknown W. Brackets
9a4cd5bd9d GPU: Skip specular on powered diffuse.
Matches hardware tests and improves lighting for Virtua Tennis, see #4140.
2018-11-22 07:59:56 -08:00
Unknown W. Brackets
0c5c776bb9 GPU: Correct shade mapping with 0,0,0 light pos.
May need to audit more normalize() usage, if it's consistent in other
places.
2018-11-17 18:33:07 -08:00
Henrik Rydgård
b17fc67c45 Get rid of MaskedEqual 2018-11-12 08:19:19 +01:00
Henrik Rydgård
d8f4a70396 Remove constraint that virtual framebuffers have to represent VRAM.
Prerequisite for #11531, virtual readbacks.
2018-11-12 08:19:14 +01:00
Henrik Rydgård
22c066515e
Merge pull request #11425 from xebra/refactor_spline_bezier
[Refactoring] Improve spline/bezier.
2018-11-04 17:04:29 +01:00
Henrik Rydgård
fa40bcff8d Disable triangle range culling on D3D9 on Intel. Should fix #11477 2018-10-21 09:36:15 +02:00
xebra
eca9386c05 [spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer. 2018-10-07 23:54:31 +09:00
xebra
ef53195ae8 [spline/bezier]Surround with namespace Spline. 2018-10-07 23:54:28 +09:00
xebra
41823f8780 [spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing. 2018-10-07 23:54:23 +09:00
xebra
89786b943d [spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders.
Add changing the quality of HW tessellation.
2018-10-07 23:54:22 +09:00
xebra
3216a83a92 [spline/bezier]Expand loops in the shaders. 2018-10-07 23:54:14 +09:00
xebra
8c279c0e25 [spline/bezier]Precalculate weights in the shaders using the outer product. 2018-10-07 23:54:13 +09:00
xebra
453e274fbe [spline/bezier]Fix around vertex type flags. 2018-10-07 23:54:11 +09:00
xebra
d4a667397c [spline/bezier]Improve shader uniforms a bit. 2018-10-07 23:54:10 +09:00
xebra
de5975f13e [spline/bezier]Reduce multiplications in the shaders from 16 to 4. 2018-10-07 23:54:09 +09:00
xebra
103d180ae7 [spline/bezier]Get rid of wasted if-checks at Graphics Processors. 2018-10-07 23:54:08 +09:00
xebra
41d6c3cf3a [spline/bezier]Move whole tessellation logic in the shaders into a subroutine. 2018-10-07 23:54:08 +09:00
xebra
3d07bca010 [spline/bezier]Fix spline weights calculation and get rid of using next patch position in hwtess.
# Conflicts:
#	GPU/Directx9/VertexShaderGeneratorDX9.cpp
#	GPU/GLES/VertexShaderGeneratorGLES.cpp
#	GPU/Vulkan/VertexShaderGeneratorVulkan.cpp
2018-10-07 23:54:07 +09:00
xebra
a48a5b32f0 [spline/bezier]Unify hardware tessellation of bezier and spline. 2018-10-07 23:54:06 +09:00
xebra
3c0fb44f2e [spline/bezier]Improve hwtess to use cached weights. 2018-10-07 23:54:05 +09:00
xebra
966ff32ee7 [spline/bezier]Improve the logic of copying control-points. 2018-10-07 23:53:36 +09:00
Unknown W. Brackets
26cd98cd7e GPU: Fix a shader unit typo. 2018-09-24 23:05:32 -07:00
Unknown W. Brackets
52baec21a8 GPU: Refactor cull range calculation together. 2018-09-17 22:27:25 -07:00
Unknown W. Brackets
44ba31fbc6 Vulkan: Implement verex range culling.
Also D3D11, since they are very similar.
2018-09-17 07:27:26 -07:00
Unknown W. Brackets
639a3f406d D3D9: Implement vertex range culling. 2018-09-17 07:27:26 -07:00
Unknown W. Brackets
797327eecd GPU: Handle bad fog params as large signed vals.
From tests, it seems they're just treated as valid exponents.

Using 65535 since that's the range of depth, can't think of a game using a
larger value for a fog parameter, probably never even this large.
2018-09-10 00:28:02 -07:00
Unknown W. Brackets
022670d882 GPU: Apply fog before color test.
Hardware tests confirm the fog result is what's color tested.
2018-09-09 23:59:48 -07:00
Unknown W. Brackets
8eb011c22d GPU: Clamp after color doubling.
This is needed for blending to be correct - it blends a clamped value.
2018-09-09 20:27:39 -07:00
Unknown W. Brackets
703181607e GPU: Apply color test after doubling. 2018-09-09 20:09:48 -07:00
Unknown W. Brackets
016d6ba764 D3D11: Fix pow(0, 0) lighting handling.
This was previously fixed in GLES.
2018-09-09 10:25:58 -07:00
Unknown W. Brackets
332788d0b5 GPU: Clean up some shader id flag usage. 2018-09-09 09:59:42 -07:00
Unknown W. Brackets
b05f75f667 D3D9: Set alpha mask reference in uniforms.
Just so we don't have surprises later if we implement masking.
2018-09-08 20:05:19 -07:00
Unknown W. Brackets
4dafb163a3 D3D11: Split color test out by component.
Not working correctly together.  See #10629.
2018-09-08 20:03:26 -07:00
Unknown W. Brackets
a4c0640f01 GE Debugger: Factor out host calls some.
Moving more of this to cross platform for the web debugger.
2018-09-01 08:32:03 -07:00
Unknown W. Brackets
16d7a80980 GPU: Clear alpha more consistently from 565.
Before, the backends all did different things.  Now they are more in sync,
but Vulkan still behaves slightly differently.

Fixes #11326.
2018-08-30 21:00:21 -07:00
Unknown W. Brackets
9bac603976 GPU: Use HW transform for flat spline/bezier.
We can control the provoking vertex here, but it's less likely to matter.
2018-06-28 19:30:20 -07:00
xebra
4fab160e19 [spline/bezier]Modify D3D11 hwtess texture buffer to structured shader buffer. 2018-06-27 01:10:36 +09:00
Unknown W. Brackets
95f270778e Core: Allow toggle between 2 custom speeds.
In addition to virtual keys for each speed separately.
2018-06-23 10:59:18 -07:00
Unknown W. Brackets
b4496f1975 Core: Move config enums to separate file.
These are a bit strewn about and there are constants that aren't
consistently used, which just adds confusion.
2018-06-23 10:59:18 -07:00
Unknown W. Brackets
d1fa9b97a3 GPU: Remove some unused fields. 2018-06-17 11:26:09 -07:00
Henrik Rydgård
6bf6490c2f
Merge pull request #11128 from unknownbrackets/gpu-minor
Minor framebuffer code cleanup
2018-06-06 22:28:35 +02:00
Henrik Rydgård
03175b74ef
Merge pull request #10957 from unknownbrackets/depal-bounds2
GPU: Dirty tex when clearing or rendering to self
2018-06-06 22:22:01 +02:00
Unknown W. Brackets
ad0b8435ca D3D9: Reuse BGRA conversion code.
Also, couldn't have been right to skip it when the pointers equal, not
sure if that case was ever being hit.
2018-06-06 05:56:30 -07:00
Unknown W. Brackets
2ab1552f2d D3D9: Use an unordered_map for offscreen.
Also cleanup.  Mostly just for consistent usage.
2018-06-06 05:56:30 -07:00